Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on March 04, 2006, 02:17:52 am

Title: First release
Post by: Scooby_Doo on March 04, 2006, 02:17:52 am
Alright, rapidshare finally uploaded the file.

raptor.rar comes with two file:
          raptor.vp       = contains data specific to this model (model pof and main textures)
          additional.vp = contains shared data that this model and future releases will use (common textures like cockpit, weapons, and sounds...)

Also included is a couple of missions (a modified Lion at the Door, letting you fly the raptor and a simple viewing map)

Models specs:

Enjoy

(Theres a problem with VPMage, somehow it didn't compact the vp file leaving a huge wasted space in it.
http://rapidshare.de/files/14645052/Raptor.rar.html

New updated version is here:
http://rapidshare.de/files/14820227/Raptor.rar.html

(http://img.photobucket.com/albums/v356/Shodan_AI/Raptor3.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/Raptor2.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/raptor1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/screen0003.jpg)

Title: Re: First release
Post by: Starman01 on March 04, 2006, 06:49:59 am
Really nice design. I would however decrease the glow on those intakes behind the cockpit a little. But besides that  :yes:
Title: Re: First release
Post by: Cobra on March 04, 2006, 03:25:22 pm
Really nice design. I would however decrease the glow on those intakes behind the cockpit a little. But besides that :yes:
Title: Re: First release
Post by: Roanoke on March 04, 2006, 03:38:24 pm
Not really a fan of the shape but well done in getting a project completed.  :)
Title: Re: First release
Post by: Scooby_Doo on March 04, 2006, 05:03:50 pm
Ok I think I got the brightness worked out, getting the glow on the hull wasn't too hard, just lower the light settings and rebake, but the intakes were another matter.

Anything else I should fix before re-releasing it?

Which one do you like better? (I kinda like the brighter one)
(http://img.photobucket.com/albums/v356/Shodan_AI/updatedraptor2.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/updatedraptor.jpg)
Title: Re: First release
Post by: Flipside on March 04, 2006, 05:09:08 pm
I prefer the lighter one too, the other one screams 'adjusted textures' to me :)
Title: Re: First release
Post by: Taristin on March 04, 2006, 05:19:58 pm
Ditto.
Title: Re: First release
Post by: Scooby_Doo on March 04, 2006, 05:43:51 pm
lighter = brighter (aka the top one)?

Messing with the brightness/contrast kept making things worse. 
Title: Re: First release
Post by: Flipside on March 04, 2006, 05:50:04 pm
Yup, I'd say go for the top one personally :)
Title: Re: First release
Post by: Starman01 on March 05, 2006, 01:19:45 am
Well, taste is different :) I like the new version more, now you can see some structures in the intake.
Title: Re: First release
Post by: Grug on March 05, 2006, 08:45:40 am
Nicely done. :yes: :D

Yeah, I'd go with the brighter ones too.

Where are you spending all those polys btw the count seems a little high, would you mind showing a wireframe version? :)
*is too lazy to download* :p
Title: Re: First release
Post by: Scooby_Doo on March 05, 2006, 04:33:21 pm
I seem to be missing a lod level, theres 4 right? (0-3)
Max reports LOD 0 - 2228 1 - 1454 2 - 180 now after I did a little rework.
Most of my fighters are in the 2000 range at lod 0 and usually halving at each additional lod. The cockpt is about 512 polys which gets removed, along with guns at LOD 1.

(http://img.photobucket.com/albums/v356/Shodan_AI/Wireframe.jpg)
Title: Re: First release
Post by: Cobra on March 05, 2006, 10:57:32 pm
I think it goes LOD0, LOD1, LOD2, LOD3, and LOD4. i forget, and i don't want to bother redownloading modelview atm.
Title: Re: First release
Post by: bfobar on March 05, 2006, 11:14:19 pm
Dude, you need a big modded campaign for all of these wonderful ships to play in.
Title: Re: First release
Post by: Taristin on March 06, 2006, 12:02:28 am
I'm not a fan of how the wings intersect with the rounded deflectors on the sides. Should really not be like that, ideally.
Title: Re: First release
Post by: Scooby_Doo on March 06, 2006, 03:27:17 am
Z-buffer fighting problems?  I haven't noticed this in a long time.


I can't find the model that I used as a starting point. Quick search got me this, close but definetly not what I started out with.
(http://www.wcnews.com/newshots/full/eder-finalraptor.jpg)
Title: Re: First release
Post by: Flipside on March 06, 2006, 08:55:40 am
I'm not a fan of how the wings intersect with the rounded deflectors on the sides. Should really not be like that, ideally.

I'm not certain, but I'm pretty sure the FSO has no problems at all with 2 models intersecting like that as long as you don't have interesecting points, which tends to the lead to the zig-zag of doom across the intersection. I'd need one of the coders to verify that though. If I'm right, it actually opens the door to a lot of modelling possibilities.
Title: Re: First release
Post by: aldo_14 on March 06, 2006, 11:15:16 am
I think it goes LOD0, LOD1, LOD2, LOD3, and LOD4. i forget, and i don't want to bother redownloading modelview atm.
:nod:
LOD 1-4 are the display lods, and there is a futher detail lod (0 in modelview) for the debris model.  Conbfusingly, I've always referred to it as LOD0-3 for the display ones (because all the convertors use a detail0, etc, naming convention with 'debris' or somesuch for the .... debris)
Title: Re: First release
Post by: Taristin on March 06, 2006, 02:01:13 pm
I'm not a fan of how the wings intersect with the rounded deflectors on the sides. Should really not be like that, ideally.

I'm not certain, but I'm pretty sure the FSO has no problems at all with 2 models intersecting like that as long as you don't have interesecting points, which tends to the lead to the zig-zag of doom across the intersection. I'd need one of the coders to verify that though. If I'm right, it actually opens the door to a lot of modelling possibilities.

's not really my argument though... Lighting looks off from it (as the specular goes straight through the plane). Also, I, personally, think it's a sloppy way of doing things. Personaly opinion, I guess on that part, but the lighting, never the less, shows up differently, and doesn't look right ot me.
Title: Re: First release
Post by: Roanoke on March 07, 2006, 11:48:32 am
's not really my argument though... Lighting looks off from it (as the specular goes straight through the plane). Also, I, personally, think it's a sloppy way of doing things. Personaly opinion, I guess on that part, but the lighting, never the less, shows up differently, and doesn't look right ot me.

especially in the tech room view. doubt if you'd really notice in-game tho.
Title: Re: First release
Post by: Scooby_Doo on March 08, 2006, 03:36:36 am
Ahhh forgot about the lighting problem, course fixing it would cause another problem... more polygons.. Kinda pick your poison.

While your waiting for the next model, heres a couple rendered shots of it, an updated retrofitted Excalibur. Trying to get everything working BEFORE battling the cob and pof stuff.
(http://img.photobucket.com/albums/v356/Shodan_AI/Excalibur.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/Excalibur2.jpg)
Title: Re: First release
Post by: Scooby_Doo on March 09, 2006, 02:21:35 pm
Do these engine glows look better than the texture I used before?

(http://img.photobucket.com/albums/v356/Shodan_AI/excal4.jpg)