Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: FireCrack on November 12, 2005, 07:00:05 pm
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(http://img.photobucket.com/albums/v66/FireCrack/TrebA.png)
Sothing i've had for a while, it's done, just needs conversion and loding...
The reason it's so high poly is because of the new loadout screen, i hoe to setup the lods so at best it will sue Lod 2 ingame if possible...
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Meep...
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What on earth does that mean?
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Trebuchet? Or Phoenix 5? Oh and I am REALLY tempted to create Media VP 3.6.7 Patch 3 :D
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Treb, IIRC the Phoeinix IV (yes, 4, not 5) looked more like the current FS2 treb model... (so basicly like a real phoenix missile)
I've also got a half made harpoon and stilleto
Edit: tuns out the harpoon is actualy complete, i need to tweak the texture a bit though...
Edit2: (http://img.photobucket.com/albums/v66/FireCrack/CrossA.png)
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:eek2:
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Looks good and then BOOOM. :D
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Treb, IIRC the Phoeinix IV (yes, 4, not 5) looked more like the current FS2 treb model... (so basicly like a real phoenix missile)
I've also got a half made harpoon and stilleto
Edit: tuns out the harpoon is actualy complete, i need to tweak the texture a bit though...
Edit2: (http://img.photobucket.com/albums/v66/FireCrack/CrossA.png)
I wonder if Bobb's submodel animation code could be used to make the wings fold out.
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^Exactly what i was hoping for...
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Sadly, the only ones who will see it that close up will be dead the next millisecond.
I like it. :D :yes:
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:jaw: Wow...
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1,000 times better than the old models.... At least ... :)
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Just wait until i remake the type one...
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Looks nice, though as you said the hi-poly version probably should't go ingame, but rather in the loadout.
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Just set LOD0 to some very low value for the high poly missiles, and it should be fine, no?
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tweak the lod distances
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What would be cool is if when the missiles are fired, they fly out fast, then slow and track a target, like a Rockeye... But with the wings opening up when it gets to the point where it starts to track
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I think the harpoons do that already...
It'd probably be more than adding another trigger for animation though, as far as i know missiles cant have subsystems...
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Don't ever put subobjects on a missile. They're tiny, fast, and you never see them for long enough to grasp an animation, and the extra 4 subobject render calls that would have to be done to make the fins animatable FAR outweighs the "coolness" factor. Adding submodels is going to be almost as bad as adding another texture.
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If there were a "techroom" animation type for weapons, it'd be worth it.
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Hey FireCrack, highlight for you. Nice work. :)
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That's nice :)
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I just realized, theres a "$Tech Model:" field I implemented, goes right below "+Tech Description:". If you stick a model there, it'll use it in the weapon selection screen. I'm not 100% sure it's 100% working, and I know it was never completed for the tech room, but you could use that for the ultra-high-poly version and it wouldn't show up in-game at all.
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Wow. Awesome. (still wondering how to make smilies)
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(http://img.photobucket.com/albums/v66/FireCrack/StillA.png)
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Ah... my missile of choice for "The Sixth Wonder".
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Mmm...cuz nothing screams 50-kiloton goodness like a high-poly missile :eek:.
"LOOK AT ME!" *Boom*
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Mmm...cuz nothing screams 50-kiloton goodness like a high-poly missile :eek:.
"LOOK AT ME!" *Boom*
Exactly, if the GTVA had had missiles this good, they might've won the war. :p
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Better missiles... and better anti-missiles...
(http://img.photobucket.com/albums/v66/FireCrack/cmeasure.png)
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That Stiletto II is gorgeous.
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^personaly i still fell somthing is wrong with it's texture... the blue part doesnt seem metalic enough...
If only the ingame missiles could haev trails like in the hilight picture...
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It's too uniform. Add in some panel lines and brushed metal-looking scratches and that should take care of itself.
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^that is true, though i was referig to somthing else, if you look at the stiletto cbanim you can see it has this nice anodized metal kind of sheen to it...
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^personaly i still fell somthing is wrong with it's texture... the blue part doesnt seem metalic enough...
If only the ingame missiles could haev trails like in the hilight picture...
Put a glowpoint on the end of the missile?
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my GOD! BEAUTIFUL!
Firecrack is the king of hi-poly weapons. :D
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Hmm.. there are some HTL missiles in the new media VP, wehre on earth did they come from?? i knew the hornet, but the rest...
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I think Galemp made em.
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Put a glowpoint on the end of the missile?
...ooh!
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If only the ingame missiles could haev trails like in the hilight picture...
You mean the picture I made? I, ummm... was basing my render on what hornet trails look like in-game... :nervous:
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Yeah, except yours are all coulerfull and sparkly!!!! :D :D :D
And i was making a helios, but it got to be like 3000 polies so yeah...
If it's just the loadout model would that be acceptable?
Oh, nd AFAIK loadout models dont spin at current, this would eb nice.
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Mostly they don't spin because the math involved gives me a headache. I think all of the missiles (at least, nearly all) are not centered on the model itself in the POF file...instead they're centered on the entire model, so usually the center is about where the thruster is. As a result they look kind of silly spinning around, off-center.
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how many polygons are we talking abou there? i don't want my FPS to drop dramatically every time i fire dual stillettos.
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"there" is a model for the loadout screen(~1000 polies), the ingame model will be nice + low poly.
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Mostly they don't spin because the math involved gives me a headache. I think all of the missiles (at least, nearly all) are not centered on the model itself in the POF file...instead they're centered on the entire model, so usually the center is about where the thruster is. As a result they look kind of silly spinning around, off-center.
In fact (make a note of this FireCrack) the missiles HAVE to be centered on the thruster. They cannot occupy physical space behind that point in the interface, or the window won't render properly.
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Hmm.. i knew they had to be centered on the truster, but i thuaght that just had to do with making the thruster come from the right place.
Are you saying that if i have a bit of the model poking behind the thruster the game will go fubar?
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Yep. See the Mantis bug about the EMP missile.
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Mostly they don't spin because the math involved gives me a headache. I think all of the missiles (at least, nearly all) are not centered on the model itself in the POF file...instead they're centered on the entire model, so usually the center is about where the thruster is. As a result they look kind of silly spinning around, off-center.
In fact (make a note of this FireCrack) the missiles HAVE to be centered on the thruster. They cannot occupy physical space behind that point in the interface, or the window won't render properly.
*Raises hand*
I'd rather the missiles be centered on the missile body, and try to make the window detect that, since I'm using a very ugly chunk of code to try and calculate the center of the missile. I could just disable that code for the "$tech model" option, it'd be more reliable and faster (right now it's doing a bunch of floating-point calculations), plus I could easily make the models rotate.
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For standard models, isn't there an option for techroom center, that differs from the actual center? Couldn't we just set this to the exact center of the missile and have the code look for that when centering it in the loadout screen?
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Well, if we're using seperate models for tech images than for in game, why not just make the renderred model have it's axis in the center, but the game model axis by the thruster? It doesn't seem like it'd be difificult. If no tech pof found, fall back to the cbanim, no?
Or TP's sug may work too
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The bombs I made were really quick jobs because the stock models were so horribly ugly. There's plenty of room for improvement if we're going for THIS level of detail in the tech room, but medium-poly versions for in-game are still necessary.
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May as well go the whole shebang and make glow and shine maps for these babies. I could probably have it so missiles get lit by light so you can actually use the glow/shine maps.
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The treb and Hornet already have shinemaps, and the Stilleto and Type One have glowmaps also..
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I could probably have it so missiles get lit by light so you can actually use the glow/shine maps.
I would like that alot. TBP has some huge ship-to-ship torps that look silly the way they are rendered now (full bright).
@Firecrack: Shine-/glowmapping isn't applied to missiles atm.
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For standard models, isn't there an option for techroom center, that differs from the actual center? Couldn't we just set this to the exact center of the missile and have the code look for that when centering it in the loadout screen?
yes the ACEN point, I was thinking the exact same thing.
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Hmm, I thought I tried that and had the same problem. I haven't directly poked at that code in awhile though.
I might be able to get away with submodel_render, though. At one time or another I was thinking of using that, but didn't know if any models used more than one submodel.
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So is there a release yet, or is this still WIP? I looked through the whole thread, but wanted to make sure I didn't miss the link. My eyes still haven't quite adjusted to HLPs new look. :p
[edit] They look fantastic by the way! I think I'll be mashing the counter-measure button just to get a good look more than defending myself. :nervous: [/edit]
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I still need to conver these and stuff, other than that, they are release worthy.
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:yes:
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A hi-poly countermeasure...
You are officially my hero. :D
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Nice work, their beatifull.
Love the anit missle.
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My container for the trident is almost done...
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For the Triton? Because IIRC the Trident is a shivan sentry gun :p
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err... eyah... triton....
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Erm... it's already almost done by me and VA - modelled, mostly textured, just awaiting lods and poffing.
Pics were posted, but I can't find 'em, so here's a new one (unfortunately it's of an old texture revision - the texture of the metal lumps on the top has been revised since then).
3412 faces (triangulated, of course, and all the Xs are modelled in, which is what gives it the bulk of those faces, but looks awesome with shinemapping.
[attachment deleted by admin]
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Ugh, sorry FireCrack - I just realised I hadn't logged the TC-Tri in the HTL thread. I guess I assumed no-one would want to touch the ugly thing. :\
How far did you get with yours? And if you got to the texturing, what technique did you use?
Anyway, there's now a test version in-game, and I'm almost finished the debris. A couple of not-very-good pics:
More-recent-pic1 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-TC-Tri/TC-Tri-HTL_WIP2.jpg)
More-recent-pic2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-TC-Tri/TC-Tri-HTL_WIP3.jpg)
Triton & crate (http://webzoom.freewebs.com/twisted-infinities-va/HTL-TC-Tri/TC-Tri-HTL_WIP4.jpg)
Edit: Fix0red the linx0rs.
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Posts on the Meson bomb moved here:
http://www.hard-light.net/forums/index.php/topic,37023.0.html
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-missile_lighting now lights missiles. In CVS.
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Cool, thanks!
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All of these (and the helios) are now complete, i'l be converting them later today/tommorow. I may need somwhere to host them though...
Obligatory to-scale pictures...
harpoon is quite tiny, 2 metres long compared to a 2.6m long modern air-to-air missile (sidewinder)
(http://img.photobucket.com/albums/v66/FireCrack/harpoon.jpg)
The trebuchet, slightly shorter than the modern phoenix missile (4.75m compared to 4.9) but a fair bit wider...
(http://img.photobucket.com/albums/v66/FireCrack/trebuchetscale.jpg)
Helios, big
(http://img.photobucket.com/albums/v66/FireCrack/helios.jpg)
The stiletto si the same length as the trebuchet, but a tad wider, and te countermeasure is i dont know how big...
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Obligatory to-scale pictures...
:lol: Those are brilliant! :)
harpoon is quite tiny, 2 metres long compared to a 2.6m long modern air-to-air missile (sidewinder)
Yeah but I don't think any modern aircraft of comparable size to an FS2 fighter carries 40 to 80 sidewinders internally. :D
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The GTA perfected a dryer-recovery system shortly after discovering through careful scientific studies that lost socks are actually transported to subspace. All GTA/PVN/GTVA fighters use a large dryer to store missiles. Missiles are loaded into matching socks two at a time, then a pair is inserted into the dryer. Once one has vanished, another missile is loaded in. This process is repeated until there is only actually one missile in realspace.
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^eh??
Admins:
The board wouldnt let me post "^eh?" it said
An Error Has Occurred!
You already submitted this post! You might have accidently double clicked, or tried to refresh.
I never posted "^eh?" in this thread, but i know i did elsewhere on the forums, is it possible the board is making it so that all of your posts must be unique?
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Ohaky, the "tech model" feild works, but it's making the missiles way too big, or mabye i just frogot to scale them down.
Anwyays, all my missiles are afacing backwards at the moment, so i need to re-convert them, once this is straightened out all will be well
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Hmm, when I just made a post that I'd made in another thread, it allowed it through.
*shrugs*
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Okay, these are essentialy done, only one problem.
When i use the "tech model" feild the previews in the loadout screen (bothe the autogenerated icon, and the main view pane) are zoomed in way too far, is there any way to fix this? all you can realy see is the midesction of all the missiles.
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Um, WMC, you want to take this one?
I'm assuming that the loadout picture is centered on the origin, instead of placed entirely ahead of it like with :v: models. If we can go this route with everything then great, but there's some funny math involved that makes this not "work" as you'd expect it to when the model is properly centered. I think that's to be changed eventually, but IIRC we need interface art that doesn't suck (and is actually centered where it should be) before it gets touched.
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Huh?
My tech models have their origin at the center of the model, are you saying this should not be? that the origin should instead be at the tail of the missile?
Prehaps that would make sense, then it would be just like the others...
I chose this way as that would make it possible to easily rotate the models about their centerpoints.
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Mantis + assign to me.
Some art to work with would be nice.
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Okay, it will be done.
On another note, anyone know where i can host this?
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I can put it up on warpcore if you give a link, or email me the files.
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Released!(except the countermeasure)
Stiletto II, Harpoon, Helios, and Trebuchet! High-poly models, and SUPER high poly techroom models.
***NOTE: AS OF POSTING TECHROOM MODELS DO NOT WORK***
---Can someone from SCP look at the techroom models and try to get it so they work?---
High-poly missile pack (http://www.fileh.com/FireCrack/Missiles.rar)
SUPER high-poly techroom missile models (http://www.fileh.com/FireCrack/missiles_tech.rar) (not yet functional, dont bother unless you're trying to fix it)
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It appears that the weapons fire has no effect on Helios Torpedo, and on top of that it's a "ghost one" as I can fly trough it.
Models themselves are really cool though. Hopefully there will be more stuff like this in the future...
Kinda tired now, I'm gonna run a more thorough test tommorow... :o
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Now there's only three or four important missiles to update! Once Rockeye, Tornado and Tempest are done, 98% of players will never see a low-detail missile. :)
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cyclops, piranah, infyrno
And the tempest is damn good as it is!
As for not being able to shoot it down, i lost ya there.
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the models aren't tested for colision with anything
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---Can someone from SCP look at the techroom models and try to get it so they work?---
There is no code to render them in the techroom, or at least it doesn't exist in CVS. There is code to render them in the weapon loadout screen but that doesn't work properly. I've got that mostly cleaned up and working now so I'll go ahead and do the techroom side too unless someone just has that code hiding on their hard drive somewhere.
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By techroom i was actualy refering to loadout screen, but whatever, go ahead.
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By techroom i was actualy refering to loadout screen, but whatever, go ahead.
Hah! I'm not the only one who does it. :p
No code hiding on this hard drive. However I generally make no guarantees about stuff getting fixed unless it's in mantis.
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Hmm, I don't see the bug and the tech models don't seem to have their origin in the center of the missile.
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I would just like to point out that I made hi-poly Treb, Hornet anda couple of Shivan missiles too...
Lightspeed used them in his weapons packs. Fully working and all.
Been meaning to at some point go back and do the Helios, Cyclops and all the oher big warhead...:sigh: Too much to do, not enough time (which considering I'm not work ATM, that's saying something!)
BTW, the Harpoon looks good. I was dreading having to do that one...
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Has anyone figured out why my missiles have no collision?
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It's an optimization thing, AFAIK. There's no need to force full collision detection on missiles since they can in essence be treated as a point object. And since there's liable to be a lot of them flying around, this isn't necessarily a bad thing.