Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on March 20, 2006, 07:12:40 pm
-
Heres a preview shot of the Piranha that Starman01 wanted. Its far from done yet, I got nearly all the texture detail work converted now just needs tweaking, dirtying and detailing. Its hard to get a good of whats what on a blurry 256*256 texture.
(http://img.photobucket.com/albums/v356/Shodan_AI/pir2.jpg)
-
It's already dirty and detailed. :wtf: are your eyes going bad? that is high quality maps you have there.
-
It's already dirty and detailed. :wtf: are your eyes going bad? that is high quality maps you have there.
Wow. Just wow. You can't even show enthusiasm for something without making an insult.
-
um, i was trying to say that his maps were really good, and wondering why he thinks they're blurry?
-
Sorry about the confusion :( :(
This was the 256*256 blurry texture I was talking about.
(http://img.photobucket.com/albums/v356/Shodan_AI/Piranha0.jpg)
I do all my large texture mapping at 2048*2048 then resize to 1024*1024 for in-game.
-
Wow, Scooby, that looks awesome. :):yes:
-
Awesome :)
Two minor nitpicks though there are not absolutly necessary. I would round up the nose a little, and give the turrets in the sidepylons some more cylinder like appearance. There were just blocks in the old WCP model because of the poly-limitiation, but it shouldn't hurt SCP to be a a little more detailed (and also the laser and the stormfire-cannon below the nose).
The fun part is, with your awesome model I don't have to make myself a headache in creating an uv-map, so thanks :D
-
Wow, you need to come do some of your UV mapping for the BSG project. :D
-
Heres an update.
LOD 0 is becoming rather heavy with the polycount... little over 3000 :nervous: :nervous: Fortunately Lod 1 returns back to little over 1000
(http://img.photobucket.com/albums/v356/Shodan_AI/pir4.jpg)
-
Sorry about the confusion :( :(
This was the 256*256 blurry texture I was talking about.
(http://img.photobucket.com/albums/v356/Shodan_AI/Piranha0.jpg)
I do all my large texture mapping at 2048*2048 then resize to 1024*1024 for in-game.
Bah, I'm not a skinner, so I didn't see what you were talking about. :nervous:
-
It can be a side-effect of texture baking sometimes, bump-mapping doesn't lend itself all too well to baking, you'll see the most pronouned effect with diagonal lines, which can look very non-aliased and jagged, especially on smaller maps :(
-
pretty good work there.
-
UGH I would so screenshots but now whenever I go to weapon selection the whole game crashes. This is going to be a pain finding the cause :hopping: :mad:
Edit: ok fs2 debug is asserting on this:
Assert: currline_dest < WEAPON_DESC_MAX_LINES
File: c:\fs2_open\code\missionui\missionweaponchoice.cpp
Line: 3294
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-20060306.exe 00a216c5()
fs2_open_d-20060306.exe 00a1f933()
fs2_open_d-20060306.exe 006e437f()
fs2_open_d-20060306.exe 0089b821()
fs2_open_d-20060306.exe 006e57e5()
fs2_open_d-20060306.exe 006e5a69()
fs2_open_d-20060306.exe 00b64887()
kernel32.dll 7c816d4f()
------------------------------------------------------------------
I've set all the +Tech Descriptions to XSTR ("", 3247)$end_multi_text
and +Description: XSTR ("", -1)
-
do you have models for weapon select enabled? you might have too many gun and missile points.
-
Do you have $end_multi_text lines in proper places? For example after the +Description: XSTR ("", -1) entry?
-
I think I might have found at least one of the reasons why I'm having this problem... I ripped up nearly everything...
I noticed that if I replaced the custom weapons the original ones (keyser and prom) in the ship table file everything worked ok.
I then took a Sidearm weapon data and slightly adjusted it bit-by-bit into this
This works:
; ----------------------------------------------------------------------------------
; Tachyon Cannon
;
$Name: @Tachyon Cannon
+Title: XSTR("Tachyon Cannon", -1)
+Description:
XSTR(
"Standard Issue
Level 3 Hull Damage
Level 3 Shield Damage", -1)
$end_multi_text
+Tech Title: XSTR("Tachyon Cannon", -1)
+Tech Anim: Tech_Subach_HL-7
+Tech Description: XSTR("", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: newglo9
@Laser Glow: 2_laserglow03
@Laser Color: 250, 0, 0
@Laser Color2: 0, 0, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90
$Mass: 0.2
$Velocity: 1000.0
$Fire Wait: 0.3
$Damage: 45
$Armor Factor: 1.2
$Shield Factor: 1
$Subsystem Factor: 1.2
$Lifetime: 2.0
$Energy Consumed: 5.333
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 192
$ImpactSnd: 85
+Weapon Range: 100000
$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
#end
This doesn't
; ----------------------------------------------------------------------------------
; Tachyon Cannon
;
$Name: @Tachyon Cannon
+Title: XSTR("Tachyon Cannon", -1)
+Description:
XSTR("", -1)
$end_multi_text
+Tech Title: XSTR("Tachyon Cannon", -1)
+Tech Anim: Tech_Subach_HL-7
+Tech Description: XSTR("", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: newglo9
@Laser Glow: 2_laserglow03
@Laser Color: 250, 0, 0
@Laser Color2: 0, 0, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90
$Mass: 0.2
$Velocity: 1000.0
$Fire Wait: 0.3
$Damage: 45
$Armor Factor: 1.2
$Shield Factor: 1
$Subsystem Factor: 1.2
$Lifetime: 2.0
$Energy Consumed: 5.333
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 192
$ImpactSnd: 85
+Weapon Range: 100000
$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
#end
Notice the +Description..
Is this my fault or should this go into mantis?
-
:eek2: dude you have skills no doubt about that. This is going on the first page. Keep up the awesome work :yes:
-
Scooby_Doo, try putting spaces throughout the tables, like $Name: @Tachyon Cannon
and put the line after +Description with +Description. :)
-
Oh my! Thanks Windrunner! people actually like my work LOL
As for the Description problem... for the moment i just pasted the weapons name into the description.. that seems to solve the problem.
Heres some in-game shots in windowed debug mode. One thing I've noticed at least with the ancient Geforce 2 it's not the polycount that kills it, it's the multi-texturing.
(http://img.photobucket.com/albums/v356/Shodan_AI/Pirahna1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/Pirahna2.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/Pirahna3.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/Pirahna4.jpg)
-
The Pirahna seems to rather sluggish in-game... at least with Surrender Bel... course this computer fits into the "too slow" category.
Also question...is there an easier way to create/modify vp's instead of doing vpmake then vpmage?
-
Where do I download this?
-
Truly excellent work! I can see you are going to be quite a benefit to this community.
-
Well barring any mistakes :nervous:
Heres the entire list of "finished" models: http://rapidshare.de/files/16255186/Models.rar.html
Included is the:
- Raptor 2
- Excalibur 2
- Encantona
- Kamranekh
- Goran
- Vampire
- Pirahna
Each is in their own VP file, along with the updated additional.vp file.
Oh and after seeing a certain ship a lightbulb went off.. I've cut and pasted a sketch of a destroyer or cruiser last night so I wuoldn't forget how to do it latter...
Its far from anywheres near to being complete... needs tons of work yet. (detailing, optimizing, etc...)
(http://img.photobucket.com/albums/v356/Shodan_AI/jotun1.jpg)
-
I've just tested them. Just wouaw !! Amazing work. The cockpit instrument is good but it's just basic airflight instrument :(
-
Ugh these models aren't as good as I thought... both the Excalibur and Vampire have completely locked up in game. Game starts thrashing the drive and basically requires a reboot. :no: :ick: :(
-
Got a problem. The Pirhana "Surrender. Bellisarius" mission gives no primaries. Three types are listed, 0 are available. At least one of those types is supposed to be a balistic primary with an ammo count of 500 rounds. I'd let you know what it's called, but I don't have my copy of WC Prophecy handy.
-
Got a problem. The Pirhana "Surrender. Bellisarius" mission gives no primaries. Three types are listed, 0 are available. At least one of those types is supposed to be a balistic primary with an ammo count of 500 rounds. I'd let you know what it's called, but I don't have my copy of WC Prophecy handy.
Strange it should have two or three types allowed, meson and dust, their just there acting as placeholders. replace them with Saga's mass drivers, lasers and stormfire. I don't know how to have 3 gun mounts and only allow to use two at a time.
And as for the hard crashing... it's either not all the ship's subobjects centerpoints weren't centered to the object and/or I quit using the new media vps, game runs much faster now. Cap ship explosions and beams where bring the whole system to it's knees.. like 0.5 fps..
-
How can I use weapons from WCS when afaik, the weapons tables and models haven't been released to the general public?
-
I think he is referring to the aprils fools demo we releases quite some time back, there was a rough weapons.tbl in it. But since it was based on the freespace demo, I'm not sure those entries work with nowadays versions, and on the other side, everything in there should be easy to rebuild for everyone with a little experience in table editing. :)
I would provide you a link to the weapons.tbl, but unfortunately I don't have that thing anymore :(
-
I might could rework it, just by comparing to another weapons table, but it would probably get added as a tbm in this case.
-
Hmm... Event Horizon meets WC - not bad.
-
Very cool looking indeed. I think the texture is great but the colours seem off. The purple has turned slightly pink and the gray with slight brown hue is completely brown. I think that needs to be worked on a bit....but those things aside the Pirahna is a beautiful ship and very well done.
-
Sorry not familiar with the april fools joke..
My weapons table fits no-wheres in Saga. Their doing WC2-WC3 era (right?), where-as most of my ships (except the Vampire and Pirahna which are as close to canon as I can get with the model) are in the post-Prophecy: Secret ops era. Some weapons have been decommissioned and some newer ones added. I've attempted to balance with the existing freespace weapons, that way I can play test with existing missions. (Heavier damage but slower refire and larger energy drain)
As far as the weapon mounts are concerned. I setup the gun models and gun positions, the actual weapons could be anything you want, they could be Subtacts and Promethses or even photon torpedos LOL :lol: :drevil:
-
But only if the mission makes them available.
-
But only if the mission makes them available.
True, but then all it takes is loading the mission in fred and adding the ship/weapons to the available list :)
-
I'm a player and a beta tester, not a mission scripter. I don't know the first thing about using FRED, nor do I have the time to learn it right now. Furthermore, since he did want people to test it, I have. And I have found a bug in the test script.
-
Goes this problem also occur with the show off mission? If not, then it's a mission error. My FRED knowledge is limited too..
-
Im just downloading all the models now. Looks Great so far. The destroyer model looks good.