Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: WeatherOp on November 10, 2005, 09:10:35 pm
-
*Works up enough guts to post this over here, then takes off into the shadows of the new HLP....;)
[sandy]I renamed the thread for clarity after checking to see which HTL ship it was about for the umpteenth time... ;)[/sandy]
-
Very cool, but I'm a bit worried about the polycount with all those ribs.
-
About 5,500 triangled. ;) I'm nearly done, and won't use that many more, I won't go over 6,000 total, with turrets.
-
AWESOME
You MUST be the man to make the Rakshasa.
-
Very sexy, Good work! Love the ribs!
-
Now it looks like a MORE EXPENSIVE vibrator! W00t! :D
-
Why are your screens all offset like that?
-
BW: Try using [ color ] :p
-
I know that the [color] tags work. I know how to make them work. I even know how to get my normal colour. But colour has a u in it, and spelling errors should be fixed IMO
-
Mmmmm it's my favourite ship... *Drools over the hi-polyness*
-
Another bad thing about TS 3.2 is that it lacks a good renderer, but Wings does a pretty good job.
-
Hmmm. I think before anything else you should look over Nico's Moloch; as far as I know he hasn't finished it, but there are a lot of good ideas in there. You should also look at the original Volition concept art.
I don't think this is really much of an enhancement, to be honest. The form and shape hasn't changed at all, all the details have just gone into ribs that are too even and mechanical to look Shivan. If anything, they should be modeled after organic ribs that curve and taper, like the ones on the textures. The Moloch should ideally look like something from H. R. Giger's nightmares.
This treatment might not be out of place for the Rakshasa, however.
-
Hmmm. I think before anything else you should look over Nico's Moloch; as far as I know he hasn't finished it, but there are a lot of good ideas in there. You should also look at the original Volition concept art.
I don't think this is really much of an enhancement, to be honest. The form and shape hasn't changed at all, all the details have just gone into ribs that are too even and mechanical to look Shivan. If anything, they should be modeled after organic ribs that curve and taper, like the ones on the textures. The Moloch should ideally look like something from H. R. Giger's nightmares.
This treatment might not be out of place for the Rakshasa, however.
Actully, I did model the spikes to look like the textures, and in the textures they are straight as a tack, it's just :V:'s model that makes then look that way. While I would like to make them better, I don't want to use all those polys it would take to do so.
And I still have alot to do, so maybe I can make it look more better as I go. And on another thing, :V:'s concept art of the Moloch is the most poor concept art there, and the fact it looks far from the way the game Molch looks.
-
daaaaamn that's sexy! :yes:
finish it or else. :p
5,500 polies isn't bad for that detail. :D
-
I know that the [color] tags work. I know how to make them work. I even know how to get my normal colour. But colour has a u in it, and spelling errors should be fixed IMO
Dude... Styxx worked for DAYS on a script to convert all the old posts so that they would look the way they were meant to. He replaced the old [ s ] tags with [ size=7pt ] (so all the small "don't hurt me" text wouldn't be struck out). He replaced ALL the old vB / Gamespy links to topics and threads with new SMF / Hard-light.net links to the same topics and threads. He even replaced [ colour ] with [ color ] so your guys' posts wouldn't look broken. The least you can do is stop being an (annoying) rebel without a clue and just use the color you want to without every single post making a statement, m'kay? SMF can't DO custom tags in that format - get over it.
I apologize ahead of time if this comes across as offensive; that's not my intention. I'm just a little peeved at all the hard work we put into this move getting tossed outside aside just because you say "po-tah-toe", not "po-tay-toe". :rolleyes:
-
I replied in the other thread - no need to drag WeatherOp's thread off topic. And nobody says Po tah toe
-
I liked what Nico was doing with the prow, though I don't know if there are even any references left of that. The nu-Galactica style ribs are interesting and it looks much crisper than the original, though I'm sort of mixed as to whether that should be considered a good thing.
-
No offense at all to Nico, but I like this a lot better than his version; I always thought the Moloch was the most badass of the Shivan capships (Lucifer and Sathanas excepted, of course :p), and this really takes the original feel and cleans it up a lot. Very nicely done. :)
-
Thanks for the comments, still have some to do, but luckly no one has spoted where I'm gonna put them. :P And by the way, anyone have any comments on how the turrets should look, content with the original or a more high poly version.
-
Bump. :)
Ok, after having to redo alot of the model, I have finally started adding detail again. I've changed the head back to a more original feel. And even tho I have adding more ribs elsewhere I have brought the P-count down to just below 5,000.
-
MMMmfffff. *twitch* I want it.
-
Still needs a LOT more work to make it look like an actually detailed ship and not just an 800-poly base mesh with 4000 poly ribs on it.
-
I was gonna say something, but...
Hmmm. I think before anything else you should look over Nico's Moloch; as far as I know he hasn't finished it, but there are a lot of good ideas in there. You should also look at the original Volition concept art.
I don't think this is really much of an enhancement, to be honest. The form and shape hasn't changed at all, all the details have just gone into ribs that are too even and mechanical to look Shivan. If anything, they should be modeled after organic ribs that curve and taper, like the ones on the textures. The Moloch should ideally look like something from H. R. Giger's nightmares.
says it perfectly.
-
Any suggestions then?
However, the shape will not change.
-
Ok, here is the deal, since a few of you wanted me to take a few ideas from Nico's moloch, I did, however I can easily revert back to an more original look if needed, so comment away.
http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch12.jpg
http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch13.jpg
-
Another update. New ribs and front thingeys.
http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch14.jpg
-
I see you took inspiration from the Ravana's tube things.
-
Now we're getting creative! :) Great advancements here.
The additions still aren't integrated with the main hull yet, though; they still look glued on. I'm not sure how Wings handles edge turning but you should try to let the hull respond to the greebles, just as much as the greebles are reacting to the hull. Try to get a dialog going between the new and the old.
-
Now we're getting creative! :) Great advancements here.
The additions still aren't integrated with the main hull yet, though; they still look glued on. I'm not sure how Wings handles edge turning but you should try to let the hull respond to the greebles, just as much as the greebles are reacting to the hull. Try to get a dialog going between the new and the old.
Yeah, thats basicly where I'm at now, Allready been thinking of how to fix it, but it will get done.
-
Now that's Shivan. I could see the tubes being mapped similarly to the Ravana's as well.
-
Definitely a step in the right direction :yes:
-
Whats funny is the tubes has been planed from the begining, I guess no one noticed the big holes in the side on the earlier pics. :lol:
-
Wow, that's come a long way. Well done :)
Be sure to UV map it to get the full potential.
-
Not alot done today, except I have made it where the hull and spines meet. Why it would be easy to smooth the tranglar parts, I really don't know that I want to, with this look, it looks as the spikes tore thru the armor as it was created or grown. :nervous: instead of the prefect circular look. I have also made more of a spine or backbone. And deleted the ribs at the front, they anoyed me, and I have a better idea. :drevil:
*EDIT: Hmm, notice the clock in the pics, update 9:46pm yesterday, update today 9:47pm. :lol
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch15.jpg)
-
That's frightening, but fortunately or unfortunately I think the map is could destroy it or make it even more awesome.
-
Not alot done today, except I have made it where the hull and spines meet. Why it would be easy to smooth the tranglar parts, I really don't know that I want to, with this look, it looks as the spikes tore thru the armor as it was created or grown. :nervous: instead of the prefect circular look. I have also made more of a spine or backbone. And deleted the ribs at the front, they anoyed me, and I have a better idea. :drevil:
*EDIT: Hmm, notice the clock in the pics, update 9:46pm yesterday, update today 9:47pm. :lol
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch15.jpg)
I like that.
Alot.
-
A little too overly spikey and segmented for my tastes. One of the things I liked best about the original Moloch were its relatively clean lines, even with the spikes; it had the feel of a sailing vessel, and the large "prow" reinforced that illusion and suggested a battering ram. I like your previous version, though. Maybe taking it along the lines of a more streamlined (or at least smoothed, swept-back) look might be a viable option.
-
A little too overly spikey and segmented for my tastes. One of the things I liked best about the original Moloch were its relatively clean lines, even with the spikes; it had the feel of a sailing vessel, and the large "prow" reinforced that illusion and suggested a battering ram. I like your previous version, though. Maybe taking it along the lines of a more streamlined (or at least smoothed, swept-back) look might be a viable option.
Ok, that basicly sealed the deal. Earlier I was thinking about releasing two versions, so I will, one as above and one with the more Smoothed plow. :) Since it really wouldn't be that much work.
-
Imagine for a second, you are in a Herc 2 about to engage a wing of fighters, and this jumps out of subspace at ya. ;7
Disreagard the wierd looking lower/right front spike.
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch16.jpg)
-
got an eyeball..... ;7
-
I'm really interested in seeing this textured now....
-
Eep. (Although I do hope you plan on fixing that spike thingy :D ) That looks plenty intimidating. If you don't mind me asking, what's the circle thing for? Dockpoint?
-
It's the EYE! :D
Seriously, looking very good :yes:
-
Looks like an über huge beam cannon.
-
The moloch does have a missile turret in that position but the angle seems slightly odd when compared with the turrets normal in modelview (It points 45 degrees up there).
-
Eep. (Although I do hope you plan on fixing that spike thingy :D ) That looks plenty intimidating. If you don't mind me asking, what's the circle thing for? Dockpoint?
That front spike is actully in front of the model, I just caught it by accident in the render. As for the eye like thing, I would guess it's an eye, since I saw it first in the Con art. And it looked cool. :D
Hmm, I really forgot about that missile turret. :lol:
-
Looking great!
I say make that Eye the missile turret. If the FREDder wants he can put a beam there later on.
-
Galemp's suggestion seconded.
Hmm... the hole.
Dear god, why does that turn me on?
-
If thats a missle turret, then thats one big ass missle for the shivans to fit in.......... ;7
-
IMO, beam cannon would also do, as the Shivans tend to put all their heavy firepower in front. For example Sathanas, Ravana, Rakshasa, Lillith and so on...
But as said, missile turret is equally great, which brings a question:
What does that missile turret fire ? Errrm, missiles or heavy torpedoes ?
Great work on the Moloch....
:yes:
-
Would it change the dynamic if you put a fairly powerful beam cannon on the front.. but with a very small FOV (it's very forward firing..)?
-
It would unballance several missions, so its best if the additional turret was optional, like the flank claw turrets on the Lucifer. The weapon I would chose to put there would be the LRed. I always thought that the Moloch could use more of a punch, as it has the same number and type of anti-cap beams as the Rakshasa.
-
Optional like the Lucifer side turrets = good. I'd love to see the Moloch have some more firepower, but not when I'm already getting my arse whooped in the main fs2 campaign. :D
It also kind fits with the foreward firing heavy firepower design ethos of the Shivan warships (Lucifer, Sathanas, Ravana, etc.)
EDIT: Seems I was beaten to the punch by a post on the other page, lol.
-
Assuming, the forward weapon will be missile launcher, are there any Shivan missiles/torpedoes available ?
I vaguely remember few missiles, something named Iblis and Shivan version of Hornet, they were quite neat.
Then again, I can't really remember...
-
Torpedos aren't really a freespace 2 thing as far as I know (except some bombs are referred to as torpedos sometimes). Basically I think the reason for this is that a) you launch a single warhead at a target, it'll get shot down because it'll become a primary target for everything and b) it's not as flashy as a beam. Not to say you couldn't add one in. I think a small Shivan Super Laser (beam variant probably) type thing would be cool. It looks like the cannon runs the length of the ship, so it'd be feasable to stick in a less über version.
All with an optional table of course. But if you just made it an optional subsystem at all, everybody could change it to have whatever they want in it if they wanted it at all. If the table entry isn't there for it, then it's just a cool looking eye thing.
-
Does the AI use beams in primary slots? If so, that seems like a handy use for it...could make it interesting if someone wanted to make one of those player-flyable capship mods that crop up every now and then.
-
The front missile turret fits perfectly in there.
Allthough, it does now have a VW logo look to it. ;7
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch17.jpg)
-
thats hot..... :D
-
Ok, A question. As it stands I am at 5,900 polys, with detailing on the top half allmost done. So, should I add stuff to the bottom spikes, or leave them as is? If I do I expect about 300 more polys added on.
-
I think we all know that you know that polies =/= quality.
If you can finish it with the least polies possible and it can still look great, you've really done your job.
Might wanna add some mini-touches, then texture it for us to see in fullness.
-
300 polies is nothing. Go for it if you feel it's necessary detail.
-
mmh... if you had to take something from mine, it should have been the "neck", it's the part I prefered out of it, coz it worked great while still following the shape flow of the original model. The rest was artistic license, really, coz you should have noticed it too, there's nothing much to do if you don't stray away from the original thing.
-
A post just to say I'm texturing right now, and hope to have it done soon. :)
-
MMM, Evil. :drevil:
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch18.jpg)
-
You said it...looks baddass piranha/killerfish to me.
Great job on texturing it !
-
/me gives his Lizard of Approval*
-
The Beast sees... ;7
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch19.jpg)
-
reminds me of "War of the Worlds"....... ;7
-
Okay, now methinks make the exterior ring on that alot darker, and make the eye a darker red... or, instead of a darker red, you make an animated glowmap. Now that would be badass.
-
Also the tubing to the sides of the eye, to me they look like they would give better to being red like the others, at the moment its very dark from head on, needs a lil variation up front, not much but just some spots of colour.
-
Okay, now methinks make the exterior ring on that alot darker, and make the eye a darker red... or, instead of a darker red, you make an animated glowmap. Now that would be badass.
Just stuck the eye inagame for a test, and the animated glowmap looks sweet, so, it might look a litle bland right now, but it really looks alot better ingame. :)
Also the tubing to the sides of the eye, to me they look like they would give better to being red like the others, at the moment its very dark from head on, needs a lil variation up front, not much but just some spots of colour.
I think the ribs will alot alot of color variation to it, I've just got to get them textured.
Now on those front things are more spikes instead of tubes, but I gave e'm the tube map. If every likes this map on them, I'll remap it for better effect.
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch20.jpg)
-
Looks sweet and very Shivan...+ quite completed.
So, when can we expect the release ? ;7 *Somebody had to ask...*
Keep up the best of work !
-
Umm, thats probley 1/2 of the detail. The ribs make up alot of that.
-
Ohh, ravana style "veins"
This is starting to look aweXome
-
Ohh, ravana style "veins"
This is starting to look aweXome
FireCrack speaks truth. :nod:
-
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch20.jpg)
Make the gray/white on the outer ring as black/darkgray as the rest of the Moloch. Might want to make the eye a darker red as well so it meshes with the rest of the texture.
Aside from that -
AWESOME!
-
Texturing done, just a few very minor things to add. However I have a question, does everyone like the ribcage, or should I go with the more traditional ribs?
But, if all is fine, the next time you will see it is ingame. :D
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch21.jpg)
-
well lets take it for a test drive..... :D
-
I preferred the red veins around the eye, to what looks like these grey ones, but everything else is :yes:
-
Why are the black areas so dark? It looks like they haven't been textured at all.
-
Why are the black areas so dark? It looks like they haven't been textured at all.
They have, it's just the middle ribs do not use the texturing right, as the very back ribs do. One of the reasons I'm considering changing the rib cage back to normal ribs.
-
Hm. If you don't mind, could you post a 3DS before you try converting it?
-
Ass shot? i wanna see that fighterbay!
-
Hm. If you don't mind, could you post a 3DS before you try converting it?
:nod:
-
Hm. If you don't mind, could you post a 3DS before you try converting it?
Sure any help will be greatly appreciated :D. However now, I redesigning the neck, so it might take a little while..
-
Hm. If you don't mind, could you post a 3DS before you try converting it?
Here
Ok, I've redid the neck, now to anyone who downloads, this is not completly finished just yet, but I though I would see what needs to be done with before I do finish it. The only problem I can see at this point would be intercection of the ribs and the main body, so anyone who does anything to it, please fix that with Max if you can, doing it all in Wings would take me another year. :lol:
EDIT NEW LINK BELOW
-
Linky's broken....
:(
I got it from the index directory...
-
Works again.
-
Hmm, i just thaught the curvature of the veins around the eye looks a tad too natural, mabye consider bending the top ones somwhat differently from the bottom ones...
-
Hmm, i just thaught the curvature of the veins around the eye looks a tad too natural, mabye consider bending the top ones somwhat differently from the bottom ones...
Ok,
*writes down on an invisable notpad
Any other grumbles, gripes, thoughts about the new neck?
-
First post, second page - the eye comment under the screenshot I made.
Can you please do it?
No neck gripes.
-
First post, second page - the eye comment under the screenshot I made.
Can you please do it?
No neck gripes.
Better? As for now I'll leave the redness of the eye as is, until I get ingame screens, than if you still don't like it, I'll change it. :nod:
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch22.jpg)
-
*goes to whip up a quick pof of this to see it in game*
EDIT: Umm. None of the veins are in place, and the engines are waaay off to the bottom. :wtf: Doesn't seem to have converted to 3ds correctly. f you cloned the ribs, make sure you used copy and not instance, or the wings equivalent, because instane only ever leaves one in max,for me atleast.
-
Dum.....dum......dum.......dumdum......dum.......dum.......dum ........dumdum........dum.......dum...
Way better far as I'm concerned. Now it's the ominous "You said something?" eye.
-
Ok... This mdel doesn't work at all in MAX. It has 8-12 copies of chunks that are untextured, and there's no spikes, the entire mesh is in many many segments....... I guss wings oesn't knw ow to export to MAX formt. :/
EDIT again: After deleting 10 copies of the same ein, and joining the entire mesh (of about 40 objects) te poly count comes to 8055 :wtf:
There's gotta be another format besides wings.
-
Ok, now get an animated glowmap of Sauron's eye and slap it on there :D
-
I'm sorry Raa, I thought I put a 3DS file in there, not a Wings, guess I messed up when I updated it. Here is the 3DS version. :) And BTW, the engines won't be inplace, I just have them down there to put on last, a ribs floating above the main model as well..
http://www.game-warden.com/fusionstorm/moloch1.rar
-
I'm sorry Raa, I thought I put a 3DS file in there, not a Wings, guess I messed up when I updated it. Here is the 3DS version. :) And BTW, the engines won't be inplace, I just have them down there to put on last, a ribs floating above the main model as well..
http://www.game-warden.com/fusionstorm/moloch1.rar
No no, it *was* a 3ds file, but it converted badly. Like, the red veins were untextured, and max says there's no UV data there. And there were several copies of some parts oer eachother. 10 for the red vein in the back alone.
15 for the main body, as well as each engine cube, each vein, each rib... Wings must not be able to output to 3ds vey well.
-
Hmm, I exported to 3DS then to Cob, converted and got this. :D
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch24.jpg)
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch23.jpg)
Sorry about the small size, but the size wasn't set in POFCS and this was half as big as the "Bat"
The only problems I got were that modelview didn't like me not texturing the other side of the ribs. So, I'll fix that and it shoud be fine. However ingame it looked great, but once again don't pay attention to the lower right front spikes. :drevil:
-
Yeah... that doesn't look *anything* like how it looks in MAX. :wtf:
-
The maps look brighter.
-
Well if we have a POF then we can reverse-engineer it into a format we all can use.
-
Here is a version, converted to COB then converted back to 3DS using Lith.
http://www.game-warden.com/fusionstorm/new%20Hi-poly%20moloch61.3ds
-
Excellent model, congrats!
However, I must say this. If you have to use wings (as do I,) the .wings to .3ds conversion is FUBARED. Try converting it to .obj as it is the only conversion I tried that keeps all the data of the UVmaps and so forth, and is correct to begin with.
For me to import a .3ds model into .wings correctly, I use deep explorer to convert it to .dxf then open it up with eovia hexagon then export it as .obj which wings3d understands correctly.
Export it to .obj then turn it to anything your heart desires. It will be correct.
-
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch23.jpg)
...but once again don't pay attention to the lower right front spikes. :drevil:
I actually really, really like the red veins along the spikes! Can they be made official?
-
(http://i10.photobucket.com/albums/a120/weatherop/Hi-PolyMoloch23.jpg)
...but once again don't pay attention to the lower right front spikes. :drevil:
I actually really, really like the red veins along the spikes! Can they be made official?
Ummm, the red veins along the bottom spikes have been there in the V model. :p THe part I was talking about I took out because it didn't work right.
Has anyone tried that 3DS model with Max to see if it works?
-
I booted it up in Max 7 and it didn't make any complaints.. so I assume it's ok!
-
Ummm, the red veins along the bottom spikes have been there in the V model. :p THe part I was talking about I took out because it didn't work right.
Yay! They're official!! ;)
-
I booted it up in Max 7 and it didn't make any complaints.. so I assume it's ok!
Thanks, however please don't download the file, once again I'm adding more detail to it. ;)
-
No worries - I just thought I'd take a look. I won't form any other judgement or anything from it. Looks good though!
-
No worries - I just thought I'd take a look. I won't form any other judgement or anything from it. Looks good though!
Ohh, that wasn't directed at you, just everybody else, cause that file is old. ;)
-
I booted it up in Max 7 and it didn't make any complaints.. so I assume it's ok!
Oooh, no, Max didn't complain... It loaded everything, but there were multiple copies of everything when it did that... and all together 8500 polies >..>;
Didn't try that version to se if it's better or not.
-
I'm sad to report that my laptop crashed last night. Called tech support this morning, tried everything, and couldn't get it solved. They are gonna come get it monday, all I can do is hope all my data stayed intact. :(
-
/forgets any complaints he may have had earlier on :p
That model's absolutely amazing; it looks like the Moloch should have from the very beginning. Forget what I said earlier; that really captures the original's sleekness and spikyness perfectly. Good luck with the laptop; if you need a "restore-my-data" donation fund set up, I'm sure you can find at least a few people willing to donate for the sake of getting that in-game. :)
-
Nah, still had warranty on it, so it's not gonna cost me anything. However I do expect to lose all my data, and I couldn't get back in there to back it up. But, no worrys on that, I'm really glad I uploaded a 3DS version before the crash.
Also I am thinking of using parts from the other one, while making a cleaner version. And since that mindset has clicked in, I have no choice but to follow it. It should be very easy to do, since the hard part was figuring out what to do, but I'll be delayed a few days, until my fixed laptop comes in. :)
-
Here. Look at it in game with this model. i took the time to clean up the texture groups and put the thrusters in the right place, and make it the right size...
No turrets. No pof ata. Strictly techroom stuff.
EDIT: I don' think it's working..... gonna recheck tomorrow ehn I'm awake.
-
Cool, can't wait to see it. :)
-
Been 10 days... any progress, by any chance? Not to seem pressing, or anything... just eager to blow up this baby ingame.
-
Completely forgot about it......
Ok, here's a preview pic, a copy of the pof file, and he max 7 scene file for someone else to do the turrets and LODs and conversion... It took a bit of clearing up to get it to be a decent, low map-count mesh. but i think it's pretty good.
*grumbles* 3 times I had to do this because of the ****ed up SMF baords... clicking back won't let yu submit or alteryour post data, and it's using the combined file size of all of my attachments to be greater than 512KB. Bull****!*
[attachment deleted by admin]
-
and
[attachment deleted by admin]
-
and
[attachment deleted by admin]
-
Whoa, thanks alot Raa. :D That looks great. Now if HP would send me back my laptop I will finish it up.
-
Whoa, thanks alot Raa. :D That looks great. Now if HP would send me back my laptop I will finish it up.
Yay!
And good job, Raa... I didn't look at it in the techroom yet, but nnnmmmmffff. In modelview it looks effing great.
-
Hey, can anyone do me a favor and upload a vanilla CorvStile3A map please. It's kind of hard to work when the map is so dark.
-
poit
[attachment deleted by admin]
-
Thanks. :yes:
-
Ok, this is the final version,
(http://i10.photobucket.com/albums/a120/weatherop/final.jpg)
Now, soory to ask again, but can someone post the corvette2S-01 pof please. And I'll finish it up. :)
-
here
[attachment deleted by admin]
-
Thanks. :)
-
Ok, here it is, with LODs and debris. However it needs to be POFed, modelview is crashing every few seconds and there is still alot of rust on using POFCS. :)
http://www.game-warden.com/fusionstorm/corvette2s-01.pof
-
I'll see what I can do with it. There is a fair chance that I will be asking for the source file eventually so don't delete it.
-
So.....
Any progress at all here?
-
Oops, forgot about this one. Can't do it right now but I'll look at it soon.
-
It happens.
-
Oops, forgot about this one. Can't do it right now but I'll look at it soon.
I'll have to post up a 3ds version or something, I looked around it, and the debris is off center on that POF model.
*EDIT, here is the most recent 3D file.
http://www.game-warden.com/fusionstorm/hi-moloch.zip
-
Well I've got in in-game, which is great. Unfortunately, the model isn't stable in a couple of areas. I'm going to hope that people don't try ramming the side panels near the engines, because they just aren't as solid as I'd like them to be. I've tried everything I know to do to improve it though, so it may just be as good as it's going to get, since it doesn't seem to affect weapons strikes as badly as it does the player ship. I'll put together a download and add it when I'm done.
EDIT: And, we have a Moloch. Click me! (http://www.duke.edu/~cek6/corvette2s-01.zip)
-
Well I've got in in-game, which is great. Unfortunately, the model isn't stable in a couple of areas. I'm going to hope that people don't try ramming the side panels near the engines, because they just aren't as solid as I'd like them to be. I've tried everything I know to do to improve it though, so it may just be as good as it's going to get, since it doesn't seem to affect weapons strikes as badly as it does the player ship. I'll put together a download and add it when I'm done.
EDIT: And, we have a Moloch. Click me! (http://www.duke.edu/~cek6/corvette2s-01.zip)
Those back panels, I tried to fix e'm before as well, thought I did, but I still knew they were gonna cause problems later.
Otherwise very nice. :nod: Allthought one problem, the texture Minertile 1A was suposed to be MinerTile 2A, but that was probley my doing somewhere. Updated link with that fixed below.
http://www.game-warden.com/fusionstorm/corvette2s-01.zip
Now I've got to get everything right, where I can try your great work out. :yes:
-
The texture names in the 3ds file were concatinated to the old 8-charachter DOS limit so I wasn't sure which one it should have been. 1 looked ok so I just guessed. Easy enough to fix, and everything (besides those back panels) looks good.
-
The POFressor works his magic once again. :D
(http://i10.photobucket.com/albums/a120/weatherop/screen0001.jpg)
-
Moloch is definetly missing quite a few textures, I mean several parts of its hull are pitch-black. You can see it clearly in the picture above....
Otherwise, job Spectacularly well done.....
:yes:
-
Moloch is definetly missing quite a few textures, I mean several parts of its hull are pitch-black. You can see it clearly in the picture above....
Otherwise, job Spectacularly well done.....
:yes:
Auctully, thats ment to be like that. ;) The black really sets off the other textures, and really gives it a dark look.
-
Oh, my mistake then.... :)
Seems I got too used to the retail Moloch, thanks for pointing that out....
-
Nice work. 'Bout time someone HTL'ed the Shivan warships (and finished them!)
But... those red pipes (the minertile2a ones) aft of the bow... why are they asymetricial? To me that just looks... wrong.
To me, if you're going to do asymertry, the whole thing needs to be so, not a few add ons... For me, those pipes look a little 'tacked on' to make the ship asymetrical...
It's no bigge, and I'm not denying the great work you've done, it's a little thing that bugs me...
-
Auctully, thats ment to be like that. ;) The black really sets off the other textures, and really gives it a dark look.
Hmm, I'd tend to disagree a bit there. A dark texture would certainly fit there, but solid black just looks like the model has missing or problematic textures - which is what I'd also assumed from all the previous pics. I mean, light just doesn't do that, and such solid black is not present on any other Shivan ships I'm aware of.
That said, it's a pretty good HTL job (aside from the lazy debris and lack of a nice and pretty UV map! :p ). Well done. :)
-
Auctully, thats ment to be like that. ;) The black really sets off the other textures, and really gives it a dark look.
Hmm, I'd tend to disagree a bit there. A dark texture would certainly fit there, but solid black just looks like the model has missing or problematic textures - which is what I'd also assumed from all the previous pics. I mean, light just doesn't do that, and such solid black is not present on any other Shivan ships I'm aware of.
That said, it's a pretty good HTL job (aside from the lazy debris and lack of a nice and pretty UV map! :p ). Well done. :)
What I kind of wanted to do was to give the black a shine, kind of like black skin. So, I may tweak around with the textures themselves and seee how that would look.
-
I Don't Like The Black
change it
-
I Don't Like The Black
change it
Sorry dude, it's out of my hands and released, so if anyone wants to retexture it thay can go ahead. But, I'm tired of HTL modeling. :D
-
I'm turned on. :nervous:
Woot for my fave FS ship which has now been HTL'd! *hugs all round*
[edit]
Although I do get a crap load of slowdown when looking at it, way more than any other HTL ships. T_T
[edit]
Upgraded my video card this morning (128 meg X300 to 256 meg X850 XT) and even though I was getting 15 fps last night while looking at it, it's shot up to the big 120 now. Dayumn this is a good video card.
But then again, so is the X300. I personally think a performance drop like that would be something to look into.
-
There's really no reason it would cause a framerate drop except one: it's got at least two (maybe more) animated textures if you're using mv_adveffects.vp. The old Moloch would have been the same way. It's polycount and subsystem counts are not through the roof to any grand extent, only one additional map, and actually fewer engine glows.
-
I can assure you that the old Moloch never did that, nor did any ship, and I always have mp_adveffects.vp in it.
Oh well it's no problem now ethier way, just very bizarre that it would do that.
-
Hey, can someone try something for me, shinemap the black part on the CorvStile4A map please. :)
-
Noob Question time:
Where do you put .pof's Models folder?
-
Bingo.
-
is anyone gonna fix the black textures or am i gonna hafta do it, cause the model is too cool to let that happen to it
-
Not me, I'm not touchin the model again. :D
-
I don't see what's wrong with them personally. They look like a black texture. They don't look like a missing texture, because you can't see things through them. And it would have to be fixed on the model, as the UV space those things occupy is infintismal.
-
h8 h8 h8 h8 h8
i guess im not a fan of straight black texturing then :( [pout]
-
If properly shinemapped (and not just a darned monochrome version of the base map!) even a plain dark diffuse map can do wonders.....especially a plain black diffuse map.
The ships could be truly black, with the shinemap giving the ship it's mechanic-organic memance as the light cascades over its irradiant surface.