Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: FireCrack on January 24, 2006, 10:28:38 pm

Title: Argo
Post by: FireCrack on January 24, 2006, 10:28:38 pm
Here we are
(http://img.photobucket.com/albums/v66/FireCrack/argo.jpg)

feedback?

(i know i'm gonna get flak for CL)

edit: (and lousy jpeg compression aperently)
Title: Re: Argo
Post by: redmenace on January 24, 2006, 10:32:37 pm
its great
Title: Re: Argo
Post by: Trivial Psychic on January 24, 2006, 10:35:10 pm
You gonna model any details into the tops of the cargo tubes?

Poly count?
Title: Re: Argo
Post by: FireCrack on January 24, 2006, 10:37:46 pm
Poly count is only 2844 tris at the moment, so i have plenty of room left.

I am going to put some things on the ends of the docking ports though!
Title: Re: Argo
Post by: Trivial Psychic on January 24, 2006, 10:45:50 pm
Hey... add in a descrete bridge, just above the forward docking port.
Title: Re: Argo
Post by: Bobboau on January 25, 2006, 02:53:42 am
I concure.

and do something diferent with the top.

and if it's posable turn all those hexagones into cylinder shapes (8-16 sided), I'm sure thats what they were suposed to be origonaly
Title: Re: Argo
Post by: FireCrack on January 27, 2006, 09:41:16 pm
Personaly, i feel they should be hexagons.

I added a bridge, under the docking tube.

I'm still going to add more detail along the top, add windows along the left side, and a few other things.

(http://img.photobucket.com/albums/v66/FireCrack/EvenMore.jpg)
(http://img.photobucket.com/albums/v66/FireCrack/YetMore.jpg)
(http://img.photobucket.com/albums/v66/FireCrack/More.jpg)
Title: Re: Argo
Post by: StratComm on January 27, 2006, 10:02:18 pm
I actually agree.  The textures on the tubes themselves aren't very helpful, but the maps underneath indicate hexagons pretty clearly IIRC.

I like the bridge placement.  Different, in a good way.
Title: Re: Argo
Post by: BlackDove on January 27, 2006, 10:21:10 pm
Pretty awesome.

I'm with Bobboau though. I'm pretty sure they meant them circular, just were constrained by poly limits.
Title: Re: Argo
Post by: StratComm on January 27, 2006, 10:55:02 pm
This should be a moot debate actually, as concept art exists for the Argo.  I think it's on freespace-2.com, which seems to be somewhat offline.  Did anyone archive that when we had the chance?
Title: Re: Argo
Post by: Taristin on January 27, 2006, 11:09:28 pm
This should be a moot debate actually, as concept art exists for the Argo.  I think it's on freespace-2.com, which seems to be somewhat offline.  Did anyone archive that when we had the chance?

no, but it's in the FS2 crims

[attachment deleted by admin]
Title: Re: Argo
Post by: BlackDove on January 27, 2006, 11:17:53 pm
:)
Title: Re: Argo
Post by: FireCrack on January 27, 2006, 11:35:01 pm
Yeah, but it's changed so much, i'd barely consider that shot.
Title: Re: Argo
Post by: BlackDove on January 28, 2006, 12:15:23 am
...denial is such an ugly trait, especially with people who have skill. -_-

In any case, you're building the thing, it looks good, no complaints from me. As is, I'm fine with calling it the original HTL Argo (or whatever detailed modifications you give it naturally).

It would be nicer if you incorporated the stuff that should've been there, but I guess we can't have it all.
Title: Re: Argo
Post by: Vasudan Admiral on January 28, 2006, 01:59:35 am
Looks good so far, but might it be possible to model on the actual dock port, and make the hexagon segments chamfers more visible? (Mainly to make them look like they're supposed to be hexagonal.)

Something like this is what I mean: http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/ArgoDockPorts.jpg

Other than that, greeble away, and you should have a winner. :)
Oh, and be sure to UV map it and give it a new custom texture for full high-detail effect. ;)
Title: Re: Argo
Post by: FireCrack on January 28, 2006, 02:04:06 am
I'm definitley adding dockport detail, jsut havent got around to it yet.

And i'm definitley UV mapping this baby, tiles are for losers :p
Title: Re: Argo
Post by: TrashMan on January 28, 2006, 08:27:27 am
If you ask me, you could have left it as it was on the first pic.. It's a troop transport and with 2800 polys it looks great allready..

I don't see why EVERY model out there needs to go way up in the polycount..especialyl when it's not needed.
Title: Re: Argo
Post by: Turambar on January 28, 2006, 09:28:49 am
cause its fun
especailly for ppl who have systems who can handle it
Title: Re: Argo
Post by: karajorma on January 28, 2006, 09:57:29 am
Not to mention the fact that poly counts aren't the limiting factor in the engine any more.

I swear some of you people are still stuck in 2002 :p
Title: Re: Argo
Post by: FireCrack on January 28, 2006, 03:18:49 pm
Besides, that was 2800 polies fuly unoptimised.
Title: Re: Argo
Post by: Vasudan Admiral on January 28, 2006, 04:21:54 pm
If you ask me, you could have left it as it was on the first pic.. It's a troop transport and with 2800 polys it looks great allready..

I don't see why EVERY model out there needs to go way up in the polycount..especialyl when it's not needed.
I think I've told you this before at some point, but it's texture counts that's going to lower framerates nowadays. :p

When he gives this a single large map, then even if it's polycount was 8000 or more, it would still run faster than most tiled ships, though it will take up a bit more memory with that single texture, but then again textures can be easily lowered in res if need-be.

If he spends polys wisely, - which he so far has done very well - he can add as much detail as he likes within reason.
Title: Re: Argo
Post by: ShivanSpS on January 28, 2006, 05:57:01 pm
Very good model :D

But before continue all we most think about of what are those tree tubes on the left, I have no idea of what volition designers thinked when they do it... but for me apear to be a try of 3 adiccionals docking points, to dock small freigters, (well... the terrans dont have good small freigters capable of docking there, but... have a small transport, the Elysium transport could dock there, the great war vasudan freigters too (I dint remember the name), the Terran/Vasudan Support ship the Hygeia also could be dock, and even could dock 3 Fighters/Bombers as a protection...), Ok you cant do anything for this in the Model desing to activate those docking points, but you can give then the aspect, give them a small looking brige over there... In the future one never know when someone can discover the secret to activate tho dockings :P

I very sorry about my english :( all English that I know I learned then Playing Freespace 1 and 2 in 1999/2002 :PPP
Title: Re: Argo
Post by: FireCrack on January 28, 2006, 06:14:02 pm
The argo already has 6 docking pioints, it was enabled with the SCP
Title: Re: Argo
Post by: ShivanSpS on January 28, 2006, 06:21:48 pm
lol I no know that... but... 6? DOCKINGS? where are the other 2? lol anyway, Good Job which the Argo, you going to run out of ship models to re-desing :P
Title: Re: Argo
Post by: FireCrack on January 28, 2006, 06:29:44 pm
1 on front, 3 on the left, two on the right.

Look at my pictures.
Title: Re: Argo
Post by: ShivanSpS on January 28, 2006, 06:53:47 pm
You right... I dint see the two if the right..
Title: Re: Argo
Post by: Goober5000 on January 28, 2006, 07:26:26 pm
It actually doesn't have the additional dockpoints in the original POF file.  Someone had to add them.  I think the new version is in the media VP.
Title: Re: Argo
Post by: ShivanSpS on January 28, 2006, 08:01:59 pm
The Argo Have 7 Docking Points God, this is a ship transporter :P

Argon: Aquitane, this is Argon Transport 217, I carrying a shipment of 3 Zeus Bombers, 2 Hercules and a Hygenia as a replacement, requesting permision to Dock.

Trojan Horse lol xDDDDDDDDDDDDDD Im moments like these I want to back to desing missions :D

LOL, good argument for a mission xD ANyway, this has nothing to do which the model xD.
Title: Re: Argo
Post by: StratComm on January 29, 2006, 08:15:33 pm
1 on front, 3 on the left, two on the right.

Look at my pictures.

It's actually 7.  Don't forget the docking point on the bottom.  It doesn't need as much physical detail, but it is there.