Hard Light Productions Forums

Hosted Projects - FS2 Required => Inferno => Topic started by: c914 on November 17, 2005, 03:26:46 pm

Title: EAI Lycaon
Post by: c914 on November 17, 2005, 03:26:46 pm
Here is what ive create til now:

(http://freespace.pl/hosted/c914/WIP/l1.jpg)

(http://freespace.pl/hosted/c914/WIP/l2.jpg)

Model is almoast ready, need only some work on botom and inside bay.
What do you think, any sugestions?
Title: Re: EAI Lycaon
Post by: ToecrusherHammerjaw on November 17, 2005, 03:29:41 pm
It's like an EA aircraft control tower............. I like it! :) .
Title: Re: EAI Lycaon
Post by: Woomeister on November 17, 2005, 04:15:27 pm
Wow that looks fantastic.
Title: Re: EAI Lycaon
Post by: c914 on November 18, 2005, 05:51:42 am
Some update. I've litle remodel center section and finished botom part:

(http://freespace.pl/hosted/c914/WIP/l3.jpg)

MOdel is finished now is time to texture it, propaby gona have to create new texture for bay dors. Or mayby you had one from Inferno?
Title: Re: EAI Lycaon
Post by: Woomeister on November 18, 2005, 06:55:31 am
I wouldn't worry too much about adding textures, the less textures it uses the faster it renders so I try to keep a model between 5-7 maps.
Title: Re: EAI Lycaon
Post by: c914 on November 21, 2005, 05:31:19 am
Station is finished, had 1400 polys. Woomeister later i gona pm you with dl link.
(http://freespace.pl/hosted/c914/WIP/l4.jpg)
Title: Re: EAI Lycaon
Post by: CaptJosh on November 21, 2005, 07:48:52 am
Much better than the old one. The old one looked a bit too much like a can of raid or something like that.
Title: Re: EAI Lycaon
Post by: Goober5000 on November 21, 2005, 01:53:03 pm
Much better than the old one. The old one looked a bit too much like a can of raid or something like that.

:lol: Someone should make one of those MSPaint pictures of the first Shivan mission in R1, substituting a can of Raid for the installation. :)
Title: Re: EAI Lycaon
Post by: NGTM-1R on November 21, 2005, 03:49:45 pm
The Scylla abruptly has the tables turned...heh heh...
Title: Re: EAI Lycaon
Post by: Woomeister on November 21, 2005, 05:47:36 pm
Woomeister later i gona pm you with dl link.
Looking forward to it.
Title: Re: EAI Lycaon
Post by: ToecrusherHammerjaw on November 21, 2005, 09:12:42 pm
Oh man, that's a sweet Lycaon.  Props, c914.
Title: Re: EAI Lycaon
Post by: Depth_Charge on November 21, 2005, 11:58:45 pm
we must get to the tower......we don't have a tower sir......no tower???.....we only use bridges sir!!.....why the hell did any one tell me bout this.......lol...ahem sry that Lycaon look like a tower or so....but very nice
Title: Re: EAI Lycaon
Post by: SadisticSid on November 22, 2005, 06:43:24 am
It's amazing what you can do with 1400 polys. I love it, and the texturing is perfect. Kudos man!
Title: Re: EAI Lycaon
Post by: NeoBasilisk on November 22, 2005, 10:00:48 am
Awesome!
Title: Re: EAI Lycaon
Post by: c914 on November 22, 2005, 12:56:12 pm
Thix all for this.
Base is done , now is time to upgrade EAC Eclipse :D
 
BTW: Woomeister pm was send.
Title: Re: EAI Lycaon
Post by: Woomeister on November 22, 2005, 01:39:06 pm
It's amazing what you can do with 1400 polys.
Well that's untriangulated, proper count is 5607.
Lod0 1505 (5607 triangulated)
Lod1 788 (2771 triangulated)
Lod2 351 (1120 triangulated)

I'll keep the low poly one for those who can't handle htl models, but the lods are well made so it shouldn't be too bad for most people to use. I'll transfer it to my laptop and take some nice shots once it's done.
Title: Re: EAI Lycaon
Post by: c914 on November 22, 2005, 02:21:09 pm
1505..hmm propably with radar turret.

I think that you could use lod1 as low poly model its aint soo big afer all and look much better than old one.
Title: Re: EAI Lycaon
Post by: Woomeister on November 22, 2005, 02:30:06 pm
Lod1 is 2771, it's a bit too high poly to be used as a low poly model.
Title: Re: EAI Lycaon
Post by: Woomeister on November 22, 2005, 06:20:27 pm
Done
(http://inferno.hard-light.net/Screens/Lycaonhtl.jpg)
Now I just have to redo most the POF data in the morning so it works with this version.
Title: Re: EAI Lycaon
Post by: Setekh on November 22, 2005, 07:06:59 pm
That thing looks tight - good to see you still producing awesome-quality work, c914. Highlighted. :)
Title: Re: EAI Lycaon
Post by: Ghost on November 22, 2005, 07:54:20 pm
Wow. Not a high poly Model, really(higher than the old one, though) but that is excellent mapping. Bravo.
Title: Re: EAI Lycaon
Post by: Woomeister on November 23, 2005, 04:24:37 am
Well the final count was 6658 polygons. Seems high poly to me...
Title: Re: EAI Lycaon
Post by: ZmaN on November 26, 2005, 07:52:00 pm
How can I get one!!!  I WANT ONE!!!

Thix all for this.
Base is done , now is time to upgrade EAC Eclipse :D
 
BTW: Woomeister pm was send.

How about a High Poly Lindos and Nemesis? 
Title: Re: EAI Lycaon
Post by: Woomeister on December 08, 2005, 08:01:48 am
There's already a high poly Lindos.
Title: Re: EAI Lycaon
Post by: c914 on December 08, 2005, 12:55:49 pm
..witch i've create :D
Title: Re: EAI Lycaon
Post by: Woomeister on December 08, 2005, 01:01:17 pm
Yup :)

The EA have the most HTL models.
Title: Re: EAI Lycaon
Post by: StratComm on December 11, 2005, 05:40:44 pm
Awesome!  That looks almost infinitely better than the old version.

But c914, remember to count triangulation when you're rattling off poly count (and making LODs) as regardless of how you convert the model the game will use tris anyway. 
Title: Re: EAI Lycaon
Post by: HAF Black Jack on December 30, 2005, 04:33:55 pm
simply outstanding... been a while for me checking out HLP, damn it's good to be back. :cool:
Still remember back in Oct. '99 playing FS2 ... just blew my mind apart. :lol:
Title: Re: EAI Lycaon
Post by: thorbin on May 11, 2006, 07:16:29 pm
I saw the screenshot of the HTL Lycaon, and was impressed by the improvements.

Is this upgraded model availible?
Title: Re: EAI Lycaon
Post by: Woomeister on May 12, 2006, 06:30:11 am
No, it'll be released with the next version of the INF mod.