Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on April 09, 2006, 08:49:00 pm
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The long forgotten poor Crossbow finally gets modelled. It's a mixture of at least three different versions of it, (the old saga version, plus a couple from CIC)
It's wearing the WC3/4 texture style and comes in at about 3400 polys. Turret still needs texturing I see.
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-2.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-3.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-4.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-5.jpg)
and just for a good chuckle, WC2 style.
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-6.jpg)
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That is one sexy ship.
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Geez louise, I havne't seen that ship in AGES!
Now do that big arse Carrier one or a Midway (if the team hasn't done so yet) :D
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Edit: Forgot the most important pilot view...
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-7.jpg)
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I've only one minor concern:
The turret isn't gonna stay green is it? :sigh:
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Nope, I forgot to texture it as i was rendering and I didn't want to stop :-P
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Good, I revert to my previous statment
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It's a fighter with tits. Nice.
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Looks good and quite close to the original. One small things I would change are about the texture. These yellow part at the nose aren't fitting in IMO. Maybe it could be something blue or just different greys.
For fitting better with WC3/4 style I would give it some kind of markings. Hellcats for example had these green/grey carro coloring on the wings, Longbows yellow/black stribes....maybe for the Crossbow some blue/grey or blue/white stribes would be nice.
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...can you make the gunner's head swivel with the turret?
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You altered it to give the pilot better FOV...
And the WC2 Crossbow was all-white. :p
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You altered it to give the pilot better FOV...
And the WC2 Crossbow was all-white. :p
White with blue stripes!
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...can you make the gunner's head swivel with the turret?
Nah... Make the gunner show the finger when the ship is disabled. :nervous:
E: To also say something related to topic on hand, I must say that at least to my inexperienced eye this looks like quality work indeed. I never played the Wing Commander so I have no reference to compare this one to anything. But, like I said, it looks cool.
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Pretty.
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I like it :yes: But I have to agree with Lars, get rid of those yellow techstuff textures on the arms and above the turret.
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Scooby Doo - do you ever do original, non WC designs? With The speed at which you're getting these things out, you could probably have an original fleet in no time...
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Lars:
I'll agree with the yellow, I tried fooling around with it once and didn't get good results, I'll try again, also that walking sheet metal top needs to be replaced, I was scheming on something like a "walk area" but throw out the idea. As for striping, I could use parts of that funky WC2 style on the last pic. LOL
WMCoolmon:
Actually I think I could, the head would become a turret, but how would I keep the turret from actually firing anything and just pose?
ngtm1r and Janos:
Look at the last pic, it was white-washed, which didn't turn out half as bad as I first though, pure white would look just ugly.
Herra Tohtori: I don't know how exact it is either, there was at least three different pics I used as source, and none looked exactly like the one pic on CIC, I wish someone had a real all-angle view of wc1/2/armada ships.
Starman01: the yellow above the turret is for emerengecy exit, although it could be thinner striping. ship could also use more detailing of that nature.
btw what is the FOV for default FS2? I know you can change it but I'd like to be able to setup a camera with that ratio?
WHEW..... LOL
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No WC2 painting please ^_^
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No WC2 painting please ^_^
Well the painting isn't a problem, just hide/unhide some photoshop layers thats all :-)
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OMG! another good ship. :yes: Just with the other Designs, brillant.
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For those wanted stripes, a quick ad-hack:
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-8.jpg)
and for the turret:
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-9.jpg)
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awesome work dude. I suggest you join a project team here, they could really use your talents
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awesome work dude. I suggest you join a project team here, they could really use your talents
I think he's helping the WC team.
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Yes he does.
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Nice work mate. :D
:yes:
I like the cockpit especially. Are they taken off real photos? :)
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Scoob could you add two more blue lines to the wings and maybe a thinner blue line to the bigger hull line?
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awesome work dude. I suggest you join a project team here, they could really use your talents
I think he's helping the WC team.
He is, for just a few days now, but where not giving him back :D He's actually just missing the logo (guess it's time for another bump on one of my request threads regarding that :) )
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Nice work mate. :D
:yes:
I like the cockpit especially. Are they taken off real photos? :)
Yes it's a modified F-16 hud, the rest of the cockpit comes form Nico's? pilot and a bunch of FS2 textures for the rest (not too pretty but it works for now)
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hi,
to all your work :jaw:
and the crossbow: maybe and some texture in the cockpitwalls of the turret?
maybe a little bit exaggerated but i think its look better, so is the cut ship/turretcockpit not so shape.
Mehrpack
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Scoob could you add two more blue lines to the wings and maybe a thinner blue line to the bigger hull line?
Something like this?
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-10.jpg)
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Hey, this might be wrong thread, but with the other models, (a download) none of the test mission work. I really want to use the missions because your work is :yes:
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Yes that looks nice.
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Hey, this might be wrong thread, but with the other models, (a download) none of the test mission work. I really want to use the missions because your work is :yes:
First I assume you did unpack the additional.vp file? Are you getting no weapons available?
Ohhh, I'm not sure of this, but you may need to create a new pilot (At least I know everytime I add a new fighter)? Can anyone else around here that knows more about this chime in?
Edit: Worse comes to worst, you can go in and edit the ship tbm files and replace my custom weapons with standard FS2 weapons (I'm still using FS2 missiles, so there shouldn't be a problem there) FYI tachyon canon mk 1 ~= Kasyer's
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In Tech database it works, (FYI i did unpack aditional vp) but as soon as i go to test mission it crashes.
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YUCK... you mean total lock up and required reboot? Quite a few of my ships have that problem and I have no idea why :(
Have you tried it in windowed debug mode? It might give a clue on why. Could also bump the thread I posted about this, maybe it'll get some more responses.
Edit: Double Yuck, I just recreated the pof for one without shields and it ran ok twice, got a bad feeling it's my shields :shaking:
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Scooby Doo - do you ever do original, non WC designs? With The speed at which you're getting these things out, you could probably have an original fleet in no time...
:D
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Conversion when quite smooth.
(http://img.photobucket.com/albums/v356/Shodan_AI/Crossbow-1a.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-2a.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-3a.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-5a.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-6a.jpg)
Also got my old mass driver, aka "the marble shooter" working, just need a good deep thudding sound for it.
(http://img.photobucket.com/albums/v356/Shodan_AI/crossbow-mass.jpg)
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How do you get it to run in window again?
:confused:
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in the launcher
Features->Dev tool->Run in window.
Btw I'm redoing the shields, reducing the number of textures (about 10 down to 4) and few bug fixes and I'll re-release all those models plus the ones ready to go. It's just that PCS doesn't like me anymore and has decided to randomly give me stack overflow erors where it didn't before :mad:
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That looks very sweet
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The error was in the dust cannon ani and pcx. im changing to subach, mabye it will work now.
EDIT: actully it is the missions that are the error.
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Thanks WMCoolmon :-)
Which mission Davis? I need to fix it before rereleasing.
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BTW, I've gotten a quick hack version of the original WC1/2 flak cannons somewhat going, although I wish I could do somethings. I'm using a flak weapon as a starting point, slowed the speed down greatly, (from 700? down to 200), weaken it, and gave it long range. Also set the shockwave and upped the radius. One of the main problems is the shockwaves it creates doesn't always face you, is there a way to orientate it?
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All of the missions crash. every single one. plus some of the textures have errors, just check the ship and wepon tables too.
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You could set shockwave speed as 0 so the shockwave itself is not shown but that it still would have detonation effect and just enlarge the impact explosion radius to match the outer radius..
Other alternative is to get rid off 3D shockwaves (like quite many people seem to do) and get the enhanced 2D effects into the game or beg for SCP team to force shockwaves to orientate themselves automagically.
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Davis: might as well throw what you downloaded away, nearly all except those "intial" "inital" errors that fs2 debug reported I've fixed. Also that way we'll be in-synch.
Wanderer: actually i wanted to keep the shockwave effects, sorta energy explosion effect, unless theres something better looking.
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Is the fixed verson in the link in theother thread?
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Is the fixed verson in the link in theother thread?
Give me a few days and I'll post the link :-)
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sweetness pimp
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LOL I just discovered there must be a missile with crossbow.pof for a filename. Crossbow bombers started appearing in the weirdest places LOL
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Yeah the harpoon
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Ahh ok. I knew abou thte pirhana. I was playing the modified lion at the gate and suddenly crossbow came flying at me. I was WTF?!?!?! then it totally disappeared. Freaked me out for a moment LOL
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If people are shooting with bombers at you they have to much money or they are Orcs ^_^
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I'm just glad it wasn't a Sathana pof model :lol:
BTW Wander this is what the energy flak looks like a cain under flak attack.
(http://img.photobucket.com/albums/v356/Shodan_AI/flak.jpg)
I love the effect, although I wish it flamed up faster, and throws you around some.
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Is the dl like fixed for the newer verson yet?
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In the image it looks like the ship is in some kind of water...at least to me ^_^
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Davis: just about done, 12 of 13 completed, had go back redo shields, redo cockpit texturing (merged several textures into 1), just need to make sure the aurora passes the tests.
Lars: thats what happens when multiple blasts go off and why I wished they oriented themselves toward the player (like "billboarding")
Btw did the flak wall thats mentioned in the Wiki ever get done or is it not possible? Would be cool to see these things blow up as you approach.
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Question: Do fighters always land using the same path they used to launch from? I.E are launching bays and seperate landing bays possible?
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Usually, the AI takes the first available (free) path for launching, and the nearest available (free) path for landing. Unfortunately, it sometimes picks also the first path for landing too, even if it is not the nearest one, or it suddenly launches from the path's 6-12 i.e. (that really sucks, I hope the SCP will add at least selectable fighterbay-subsystems for arriving/departure cues).
If you want the fighters to launch from a special hangar, make two subsystems, add the paths and they will usually start from path 1-6 (depends how many paths you edit to the fighterbay-subsystem). Controlling their landing is more difficult, if not impossible.
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Thanks Starman...
Drats, I've got the launching down pat, it's the landing I guess won't work. Oh well guess they'll land on the launching bays, hopefully no ones launching at the same time :eek:
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Well good news is I'm done fixing and building the vps now...
Bad news it still locks up... even with shields of only 130polys
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More good news... i think *Crosses fingers* i found the problem. Making a vp right now, hopefully will have it up for download later tonight :-)
Some more new weapons effects:
Pulse cannon starting to warming up
(http://img.photobucket.com/albums/v356/Shodan_AI/beam1.jpg)
Cannon warmed up, it flickers
(http://img.photobucket.com/albums/v356/Shodan_AI/beam2.jpg)
Fire!
(http://img.photobucket.com/albums/v356/Shodan_AI/beam4.jpg)
The shockwaves are the flak cannons going off and fire exchange between a Demon's beam cannons and the Aurora's pulse cannon.
(http://img.photobucket.com/albums/v356/Shodan_AI/blast.jpg)
(Looking at the pic i'm flying on my side)
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Flak wall thing can be created with current table options... Edit a flak weapon and set $Detonation Range: (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Detonation_Range:) which is effectively the range from the firing point to the point where the shots explode. Then set lifetime & velocity so that you get range that is greater than the Detonation Range. Now the turret will start firing when target comes within range (velocity x range or weapon range which ever is smaller) but shots will detonate before reaching the target at detonation range creating a wall between the firing ship and the target... Until the target approaching closer than the detonation range and flaks start to follow the target as usually in freespace.
And you would probably get properly oriented explosions with the impact explosions... just set the animation used so that it looks like 'energy explosion'.
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Alone with $FOF thats exactly what I'm looking for, something nasty you don't really want to fly into. Doesn't do a whole lot of damage, but makes targetted attacks harder when yuo get thrown off-course. I also see $Shockwave name: I'll have to do some investigating with photoshop :-)
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I meant something like this effect (http://game-warden.com/starfox/Non_SF_related_stuff/blast.rar). I made it by cutting loads of frames from the original 2d-shockwave effect made by DaBrain.. Setting that as impact explosion and setting the shockwave speed to 0 works quite nicely for my 'energy flak' explosions. eff and dds files to data/effects and tbm data/tables