Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Omniscaper on December 15, 2005, 08:21:50 pm
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I think this mesh has reached the point of presentation quality. Its currently at 32k polys and growing. Textures are still in the works.
(http://www.game-warden.com/bsg/staff_images/WIP Gallery/BsgRad.jpg)
(http://www.game-warden.com/bsg/staff_images/WIP Gallery/BsgRad 2.jpg)
(http://www.game-warden.com/bsg/staff_images/WIP Gallery/BsgRad 3.jpg)
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/me points to post on BSG forums*
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Is it not cool to have a parallel thread here at HLP? I figured HLP is a different community that has more traffic for attracting more help with the mod.
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Sweet...I'm especially liking the engine greebling. Is that canon?
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Is it not cool to have a parallel thread here at HLP? I figured HLP is a different community that has more traffic for attracting more help with the mod.
Oh, I err. meant I'm pointing to my reply there.... not that there's an issue with it :nevous:
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Oh dear god that's beautiful. What's gonna happen to the old version, LOD1 ?
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You propably know this already, but there seems to be some missing polys from the bottom panels. You can see through them in the first shot.
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Is there any provision on that thing for retractable pods?
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You propably know this already, but there seems to be some missing polys from the bottom panels. You can see through them in the first shot.
thats the ribs, it's suposed to look like that.
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The panels on top of the ribs were extruded from flat planes, meaning the original plane no longer exists. My question is, when I make these mesh objects doublesided, will that double the polygon count, since both sides are being rendered?
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I think you might do better just making the missing ones? I'm pretty sure it does take longer to render double sided stuff, and it would take less polygons, if only minutely so, to just replace the missing ones, guess it depends on how easy it would be to do :)
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There's major complications engine-side with double-sided polys, so avoid them (and I don't even know if you can actually export a model containing them). Cap the holes; it will take fewer polygons, take less time to render, and give you at least partially solid geometry to boot.
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you know, the damndest thing, I know I wrote onder the quote
"thats the ribs, it's suposed to look like that."
because it's still in the quick reply box
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wait, it went into the quote, aw, crap I'm tiered.
and yes, double sided polys mean twice as many. at the least leave it so you can remove the back faces
[sandy]Fix0r3d.[/sandy]
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UV mapping complete, and homebrew textures are in the works... so far the head, top midsection and engines have been made. I'll take care of those missing backfaces if doublesided polygons doubles the count.
[attachment deleted by admin]
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Looks class alright. More of a universe question than a modelling one but is it supposed to be fully covered in armour plates and was just damaged or never completed or are the ribs by design supposed to be visible at all times in some areas.
And 35k? How many polys was the last one? I don't think its something I'll ever see running ingame.
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Looks class alright. More of a universe question than a modelling one but is it supposed to be fully covered in armour plates and was just damaged or never completed or are the ribs by design supposed to be visible at all times in some areas.
And 35k? How many polys was the last one? I don't think its something I'll ever see running ingame.
The engine has already prooved to be able to deal with this many polies and even more...
Actually the true bottleneck right now is texturing, since right now 4 different set of textures are used.
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Looks class alright. More of a universe question than a modelling one but is it supposed to be fully covered in armour plates and was just damaged or never completed or are the ribs by design supposed to be visible at all times in some areas.
And 35k? How many polys was the last one? I don't think its something I'll ever see running ingame.
The engine has already prooved to be able to deal with this many polies and even more...
Actually the true bottleneck right now is texturing, since right now 4 different set of textures are used.
Not running ingame!? Dont under-esitmate the HTL engine the SCP geniouses put together. in rguards to the ribs, I have a feeling that the BSG was under a major overhaul when it was prematurely decomissioned. But I think the ribs give it personality.
At the moment, I'm using 2 UV maps and 2 tilemaps. I'll try to reduce it to a single UV map, but I need at least 2 tilemaps to keep the model detailed at close range.
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The overhaul/decommissioning theory actually sounds right. It explains why some areas are covered by tiny bits of plates, while others have all plates/all ribs.
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Once the BSG is finished, I will experiment on designing a "overhaul completed" BSG. I think it would look interesting with all its panels, like the Pegasus.
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Are you sure it's meant to have all its panels though? I've always thought of the armour as just protecting the key areas of the ship.
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Seems unlikely a ship missing so much of it's intended armour would actually be useable in a fight.
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Maybe it's a sort of reactive first - defense armor. Like the ship is obviously armored, but maybe this was a new kind of armor that was being retrofitted to it.
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I think it's more likely that armor was being removed
Possibly the outside armor is some kind of 'first-defense' armor, designed to detonate warheads and deflect light ammunition, while the inner armor is meant to absorb severe hits. Hence the ribs and the space in between the first and second layers of armor, this would allow some kind of structure to be put in place to absorb any initial explosive force that got through, or just serve as an open space.
However I think the reason for the Galactica's mottle appearance is most likely because it looks cooler. :p
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However I think the reason for the Galactica's mottle appearance is most likely because it looks cooler. :p
Good old BILC.
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Idk, the Pegasus looked awefully cool and BEEFY herself, and she is supposed to be a more advanced Battlestar. But I still prefer Galactica's curvy sleekness. It will be interesting to see a ribless design variation of the BSG.
[attachment deleted by admin]
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In regards to the Armour and Ribs, they are meant to be like that. Look at the symmetry of the scarce plating on either side of Galactica. More poigniently, there are guns inside the ribbed indentations, had they been covered by armour, these guns would have been covered. Trust me on this one, it is highly unlikely that any armour once covered the 'ribs', and highly unlikely that an overhaul was in progress to either remove or add armour plates.
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In regards to the Armour and Ribs, they are meant to be like that. Look at the symmetry of the scarce plating on either side of Galactica. More poigniently, there are guns inside the ribbed indentations, had they been covered by armour, these guns would have been covered. Trust me on this one, it is highly unlikely that any armour once covered the 'ribs', and highly unlikely that an overhaul was in progress to either remove or add armour plates.
What I was thinking.
Also, the ribs would make it harder to disarm the Galactica, you would have to shot the guns one by one, instead of cleaning of the whole side with one nuke.
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...guns inside the ribbed indentations...
Can you post screenies to back this up? I tend to agree that they are in between the ribs, but I've got a feeling that that didn't mean the rest of the ship wasn't covered in armor.
EDIT: Oops, hey - bump. :p
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yeah, there could have been gun ports or something.
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i read an article regarding the look of pegasus.... and from what i remembered, the design for the BSG was drawn up to be like the modern new age look of a battlestar, but when season 2 was being written and the episode was being drawn up, it was decided to make pegasus, although more advanced than the galactica, to have a more retro-new age look. it resembles the classic battlestars from the 70s, with a modern touch....
the ribbs on the bsg however to me i think was either having to do with the decomisioning, however why would a military start removing armor off a carrier if its still in service?
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I have .avi files of every single Battlestar Galactica episode on my HDD, and I know exactly where the guns inside the indentations are shown, but i've no idea how to actually get a screenie of this. If anyone would like to inform me as to how I can take a screencap off an .avi movie file, i'd be greatly appreciated, as I could end this insipid misconception once and for all...
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Use Virtualdub, forward to your frame of choice, go to the edit menu (i think), click 'copy frame file to clipboard' and then paste into pain and save. :)
Run a google search on Virtualdub - it'll be the first hit on the list.
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"Pain"?
EDIT: Oh, Paint! Here I was, trying to think of some "Photoshop Ain't Image N-something" acronym.... :nervous:
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Okay, here it is...
(http://img306.imageshack.us/img306/7527/ribbedguns1dk.jpg)
While it may be small, and the quality leaves much to be desired, you can plainly see that those guns are in between the ribs meaning that any armour over them would have covered those guns. These guns also appear to be dedicated fighter suppression weapons, rapidly firing slugs at Raiders/Missiles/whatever, while the main guns (pictured below) I would surmise as being interchangable between larger projectiles or flak, but that's just my guess.
(http://img455.imageshack.us/img455/7042/mainguns7af.jpg)
On that note, is it possible to have the main guns rise out of the hull a lá when Galactica first 'opens up' it's armament at Ragnar?
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Extremely difficult with the current code implimentation of submodel animation. If translation were supported it would be a lot easier, but without it I'm not sure there's any good way to do it.