Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: Axem on May 20, 2006, 02:18:48 pm

Title: Hi Poly Elysium
Post by: Axem on May 20, 2006, 02:18:48 pm
Just a WIP right now. The general shape is done and I've begun adding finer detail to it. I've been using the texture map as a guide for this, with a few small artistic liberties. ;)

(http://img.photobucket.com/albums/v109/NarfPics/ely1.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/ely2.jpg)


People who are too lazy to go through the whole thread can find the released model here:
http://www.game-warden.com/narfin/models/hp_gtt_elysium.rar
Title: Re: Hi Poly Elysium
Post by: TopAce on May 20, 2006, 02:24:24 pm
Good :yes:

You'll need a talented texturer to UVMap all that, though.
Title: Re: Hi Poly Elysium
Post by: Mars on May 20, 2006, 04:30:36 pm
That's the best looking shoe-box with engines and a turret I've seen in... forever.

Keep it up, and don't forget the bridge- looking windows. (maybe it's just for the pilot and gunner)
Title: Re: Hi Poly Elysium
Post by: Axem on May 20, 2006, 04:40:08 pm
Well thank you. Except it doesn't have a turret (yet). I added windows, but they eat up on the poly budget quite a bit. I don't know if I'll keep them or not.

(http://img.photobucket.com/albums/v109/NarfPics/windowthingys.jpg)
Title: Re: Hi Poly Elysium
Post by: Mars on May 20, 2006, 05:23:47 pm
Okay, it's still the best looking shoebox with engines and without a turret I've ever seen.
Title: Re: Hi Poly Elysium
Post by: WeatherOp on May 20, 2006, 10:57:32 pm
Looks good. :yes:
Title: Re: Hi Poly Elysium
Post by: WMCoolmon on May 20, 2006, 11:31:50 pm
(http://fs2source.warpcore.org/wmcscreenies/derelict/sneaky.jpg) (http://fs2source.warpcore.org/wmcscreenies/derelict/sneaky.png)

Can't wait to see it look even better.  :yes: :yes:
Title: Re: Hi Poly Elysium
Post by: Ferret on May 20, 2006, 11:34:06 pm
Didn't know you could fit so much detail on that small thing. Awesome!
Title: Re: Hi Poly Elysium
Post by: Mars on May 20, 2006, 11:37:11 pm
Didn't know you could fit so much detail on that small thing. Awesome!
Wonder if that's why the Loki never got done.
Title: Re: Hi Poly Elysium
Post by: Trivial Psychic on May 21, 2006, 11:50:04 am
(http://fs2source.warpcore.org/wmcscreenies/derelict/sneaky.jpg) (http://fs2source.warpcore.org/wmcscreenies/derelict/sneaky.png)

Can't wait to see it look even better.  :yes: :yes:
I guess the HTL one isn't gonna include those thruster cones.
Title: Re: Hi Poly Elysium
Post by: Ferret on May 21, 2006, 03:19:16 pm
(http://fs2source.warpcore.org/wmcscreenies/derelict/sneaky.jpg) (http://fs2source.warpcore.org/wmcscreenies/derelict/sneaky.png)

Can't wait to see it look even better.  :yes: :yes:
I guess the HTL one isn't gonna include those thruster cones.
Oh yeah, I hope not. They're the epitome of retarded.
Title: Re: Hi Poly Elysium
Post by: Mongoose on May 21, 2006, 03:29:45 pm
I always thought that the Elysium was probably the nicest-looking vanilla model of the bunch.  With this upgrade, it'll be the nicest-looking model, period. :)
Title: Re: Hi Poly Elysium
Post by: Axem on May 22, 2006, 10:08:25 am
Well I don't plan on including the thruster cones. If there's an overwhelming response for them, I can add them.

Anyway, model's nearly done. The turret and poly clean up is pretty much the only things left to do.

(http://img.photobucket.com/albums/v109/NarfPics/ely3.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/ely4.jpg)
Title: Re: Hi Poly Elysium
Post by: Cobra on May 22, 2006, 12:07:37 pm
sweet jesus, that looks even better than the Orion!
Title: Re: Hi Poly Elysium
Post by: Mongoose on May 22, 2006, 12:45:16 pm
Now THAT's how to hi-polify a ship! :)
Title: Re: Hi Poly Elysium
Post by: Mars on May 22, 2006, 05:36:04 pm
Sexy.

As to the turret, how exactly do you plan to do it? It always looked rather silly to me.
Title: Re: Hi Poly Elysium
Post by: Taristin on May 22, 2006, 05:58:50 pm
Show the mdel with the texture map applied, and use the shine map as a specular map and render it with a bright shadowed light off to the far back...
Title: Re: Hi Poly Elysium
Post by: Cobra on May 22, 2006, 06:03:03 pm
As to the turret, how exactly do you plan to do it?

you said turret and i was thinking something completely different. :lol:

...i really need to stop reading bash.org...

anyways, i was thinking keep it the same?
Title: Re: Hi Poly Elysium
Post by: WeatherOp on May 22, 2006, 09:19:34 pm
Wow, I think that is sweeter then your AWACS. :D
Title: Re: Hi Poly Elysium
Post by: Axem on May 22, 2006, 10:02:16 pm
Ships that have a UV map are so easier to remodel. Your work is all laid out on the map. Stuff like the Orion, and a lesser exent the Charybdis (it just had a small UV map), have much more guess work that reimage the ship rather than remodel.

Anyway, sorry Raa, but my expert rendering skillz are limited to making untextured renders in 3D Exploration. Wings has a sucky included renderer, and the raytracing plugins are difficult to use. So this is the best I can give you folks right now.

(http://img.photobucket.com/albums/v109/NarfPics/elytextd.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/elytextd2.jpg)
Title: Re: Hi Poly Elysium
Post by: Mars on May 22, 2006, 10:08:23 pm
 :jaw: 'tis amazing *bursts into tears*
Title: Re: Hi Poly Elysium
Post by: Mongoose on May 22, 2006, 10:15:14 pm
*picks jaw up off floor* :eek2:

That is flat-out stunning.  It'll look unbelievable in-game.
Title: Re: Hi Poly Elysium
Post by: starfox on May 23, 2006, 03:46:32 am
All too sweet....
:yes:

Title: Re: Hi Poly Elysium
Post by: SA22C on May 23, 2006, 10:52:21 am
Holy crap.  That's teh sexiest box evar!  :yes:

I must have it!
Title: Re: Hi Poly Elysium
Post by: Axem on May 23, 2006, 12:51:51 pm
Turret + engine exhausts added. Still just a few small things to fix, and then it's ingame time.

(http://img.photobucket.com/albums/v109/NarfPics/elyturret.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/thrusters.jpg)

Now to ask for people's opinion about the "weight". The goal was 4k polys (triangulated) but its grown to just over 5k. Do you think 5k too much for a tiny transport like this?
Title: Re: Hi Poly Elysium
Post by: Cobra on May 23, 2006, 01:38:29 pm
i can't see the turret. :nervous:
Title: Re: Hi Poly Elysium
Post by: Axem on May 23, 2006, 01:45:48 pm
:(

(http://img.photobucket.com/albums/v109/NarfPics/elyturretforcobra.jpg)

Take that filter!
Title: Re: Hi Poly Elysium
Post by: pecenipicek on May 23, 2006, 01:47:14 pm
not really.

i managed to get 5k polys for a rather detailed fighter, so getting 5k for a transport aint too much.


(rather detailed fighter=hi-poly hiigaran interceptor for the TAP :p)

stuff here was directed to the question of 5k polys being too much or not


Axem, your spelling is waaay off :p  :lol:
Title: Re: Hi Poly Elysium
Post by: Axem on May 23, 2006, 01:54:42 pm
Also, you don't traditionally see more than 1 (maybe 2) Elysiums close up, so I think 5k might be okay.
Title: Re: Hi Poly Elysium
Post by: pecenipicek on May 23, 2006, 02:01:22 pm
aye.

exactly the point. elysiums are in total... i dont think i ever saw more than 3-5 elyisiums in a mission. :wtf:
Title: Re: Hi Poly Elysium
Post by: Cobra on May 23, 2006, 04:07:43 pm
release eet. NOW.
Title: Re: Hi Poly Elysium
Post by: Ferret on May 23, 2006, 04:54:11 pm
That was bloody quick! Amazing stuff. :yes:
Title: Re: Hi Poly Elysium
Post by: Axem on May 23, 2006, 06:16:12 pm
(http://img.photobucket.com/albums/v109/NarfPics/elyingame.jpg)

Hypothetically releaseable. But there is one or two more things it'd like to do before then (mostly UV mapping). But all the POF data is transferred (just a few very slight modifications to suit the model) and it converts happily (except for an odd LOD problem).
Title: Re: Hi Poly Elysium
Post by: Trivial Psychic on May 23, 2006, 09:10:48 pm
(http://img.photobucket.com/albums/v109/NarfPics/elyturretforcobra.jpg)
Hey, it looks like its giving me the... whatcha call it... not the finger, the thing where you cross one arm laterally and then take the other one and slam it upwards until it makes contact just further back from the elbow, against the first arm?
Title: Re: Hi Poly Elysium
Post by: IceFire on May 23, 2006, 10:31:16 pm
:(

(http://img.photobucket.com/albums/v109/NarfPics/elyturretforcobra.jpg)

Take that filter!
What the hell is a turrent?
Title: Re: Hi Poly Elysium
Post by: Ulala on May 24, 2006, 02:44:39 am
Hey, it looks like its giving me the... whatcha call it... not the finger, the thing where you cross one arm laterally and then take the other one and slam it upwards until it makes contact just further back from the elbow, against the first arm?

You're thinking of "up yours" or something like that I do believe. They do it as part of the salute in Spaceballs if I remember correctly.
Title: Re: Hi Poly Elysium
Post by: Ferret on May 24, 2006, 04:11:46 am
Hey, it looks like its giving me the... whatcha call it... not the finger, the thing where you cross one arm laterally and then take the other one and slam it upwards until it makes contact just further back from the elbow, against the first arm?

You're thinking of "up yours" or something like that I do believe. They do it as part of the salute in Spaceballs if I remember correctly.
HAIL SKROOB!
Title: Re: Hi Poly Elysium
Post by: karajorma on May 24, 2006, 12:46:33 pm
You're never going to see as many of these in the game as you do a fighter so double the poly budget of a fighter is fine by me.
Title: Re: Hi Poly Elysium
Post by: Axem on May 24, 2006, 03:12:38 pm
Well argument over. Have fun! :)
(http://img.photobucket.com/albums/v109/NarfPics/elyisum1.jpg)
High Poly GTT Elysium (http://www.game-warden.com/narfin/models/hp_gtt_elysium.rar)

Hopefully everything is all in order. If you're having any problems with it, let me know and I'll try to fix them as soon as I can.
Title: Re: Hi Poly Elysium
Post by: Cobra on May 24, 2006, 03:16:50 pm
:jaw:

holy ****?
Title: Re: Hi Poly Elysium
Post by: taylor on May 24, 2006, 04:23:36 pm
If you're having any problems with it, let me know and I'll try to fix them as soon as I can.
Unless it's just me, LODs 2 and 3 are flipped.  LOD3 has a good bit more detail (polys) on it than LOD2 does.

But other than that, this thing looks awesome!   :yes: :yes:
Title: Re: Hi Poly Elysium
Post by: Axem on May 24, 2006, 04:34:56 pm
Hmm... that's really odd. I had this problem before, but I thought I fixed it.

I just tried reconverting it and PCS shows the right models for LOD2 and LOD3, but Modelview and ingame say otherwise...
Title: Re: Hi Poly Elysium
Post by: neoterran on May 24, 2006, 05:20:37 pm
holy crap, awesome job ! was that quick or what ? I know it was a small model, but maybe you can help the mappers of some of the other projects that have been long in the tooth <cough> HTL ICENI </cough>
Title: Re: Hi Poly Elysium
Post by: Taristin on May 24, 2006, 05:25:06 pm
Hmm... that's really odd. I had this problem before, but I thought I fixed it.

I just tried reconverting it and PCS shows the right models for LOD2 and LOD3, but Modelview and ingame say otherwise...

tried deleting the old IBX file?
Title: Re: Hi Poly Elysium
Post by: taylor on May 24, 2006, 05:43:05 pm
Hmm... that's really odd. I had this problem before, but I thought I fixed it.

I just tried reconverting it and PCS shows the right models for LOD2 and LOD3, but Modelview and ingame say otherwise...

tried deleting the old IBX file?
I keep all of my IBX files in the same VP as the POF, so they always match.  Plus, it can't use the same IBX file since the POF checksum is different and if an IBX file with the same name already exists on disk then it will be deleted and a new one created.
Title: Re: Hi Poly Elysium
Post by: Cobra on May 24, 2006, 06:03:07 pm
basically, the IBX is changed every time a model different then the one specified is used. :D
Title: Re: Hi Poly Elysium
Post by: Mongoose on May 24, 2006, 06:05:10 pm
I seriously just set that shot as my desktop background.  That thing looks real. :)
Title: Re: Hi Poly Elysium
Post by: Axem on May 24, 2006, 06:11:39 pm
holy crap, awesome job ! was that quick or what ? I know it was a small model, but maybe you can help the mappers of some of the other projects that have been long in the tooth <cough> HTL ICENI </cough>

Like I said before, this was easy because there already was a UV map, so mapping it was just a jigsaw puzzle (only I get to make the pieces ;)). I tend not to map other people's work because Wings has a very crappy importer that makes imported models quite difficult to work with.

Here's a pic of the heirarchy of the model. I followed IPAndrew's FreeSpace2 Ship Creation Guide, so in theory, it should be correct.
(http://img.photobucket.com/albums/v109/NarfPics/heirarchy.png)

For any brave soul who wants to take a closer look here's the TrueSpace scene file. (http://www.game-warden.com/narfin/models/elysium.scn)
Title: Re: Hi Poly Elysium
Post by: karajorma on May 24, 2006, 06:57:25 pm
I seem to vaguely remember that PCS works out the LODs from the order they were added NOT from the names.

It's been a while so don't quote me on that but I seem to remember having this same problem a few years back.
Title: Re: Hi Poly Elysium
Post by: Mefustae on May 24, 2006, 08:43:29 pm
I guess it wouldn't be possible to add anything behind the windows, eh?
Title: Re: Hi Poly Elysium
Post by: Mongoose on May 24, 2006, 09:08:32 pm
Has anyone ever figured out a reasonable way that the space behind the windows can be arranged?  You'd need some serious degrees of freedom on that pilot's seat, that's for sure. :p
Title: Re: Hi Poly Elysium
Post by: Mars on May 24, 2006, 09:10:16 pm
Already talked about that... look back.
Title: Re: Hi Poly Elysium
Post by: Cobra on May 25, 2006, 12:08:50 pm
I guess it wouldn't be possible to add anything behind the windows, eh?

Not without having to re-do the entire thing. :rolleyes:

[EDIT] Bah, i forgot to quote Mefustae.
Title: Re: Hi Poly Elysium
Post by: shiv on May 25, 2006, 12:44:08 pm
Well argument over. Have fun! :)
(http://img.photobucket.com/albums/v109/NarfPics/elyisum1.jpg)
High Poly GTT Elysium (http://www.game-warden.com/narfin/models/hp_gtt_elysium.rar)

Hopefully everything is all in order. If you're having any problems with it, let me know and I'll try to fix them as soon as I can.

Great planet in background. Where can I get it?  :D

Model is great!  :eek2:
Title: Re: Hi Poly Elysium
Post by: Axem on May 25, 2006, 01:07:14 pm
I guess it wouldn't be possible to add anything behind the windows, eh?

Not without having to re-do the entire thing. :rolleyes:

[EDIT] Bah, i forgot to quote Mefustae.

(http://img.photobucket.com/albums/v109/NarfPics/glassy.jpg)
It's not that bad, but still more work than I can be motivated to do right now. Perhaps later. Even then I'd see the poly count get boosted up to 6k to 7k polys.

{303}Shiv: That is one of Lt. Cannonfodder's planets that he has so graciously letting me use for my campaigns. I don't think theres been any offical release for them yet though.
Title: Re: Hi Poly Elysium
Post by: Mongoose on May 25, 2006, 06:48:52 pm
I actually like the way it looks right now much better than I would with any sort of cockpit setup.  The huge opaque windows are too much of a defining character trait of the ship to mess around with.
Title: Re: Hi Poly Elysium
Post by: neoterran on May 25, 2006, 10:02:05 pm
they also look great with env mapping too .
Title: Re: Hi Poly Elysium
Post by: Cobra on May 26, 2006, 11:11:31 am
does anyone else get those nebula colors on the hulls and canopies/windows with env. mapping on?
Title: Re: Hi Poly Elysium
Post by: Mars on May 26, 2006, 11:42:43 am
Aren't you supposed to?
Title: Re: Hi Poly Elysium
Post by: Taristin on May 26, 2006, 12:34:21 pm
does anyone else get those nebula colors on the hulls and canopies/windows with env. mapping on?

Wow. Just... wow.

*smacks with a trout* What do you think environment mapping is?
Title: Re: Hi Poly Elysium
Post by: Mars on May 26, 2006, 12:42:29 pm
*doges behind counter*
Whew, I thought that trout was meant for me.

Yeah, the new Elysium looks good with env mapping.
Title: Re: Hi Poly Elysium
Post by: Cobra on May 26, 2006, 12:47:12 pm
does anyone else get those nebula colors on the hulls and canopies/windows with env. mapping on?

Wow. Just... wow.

*smacks with a trout* What do you think environment mapping is?

i'm talking about the three ****ing NEBULA BITMAPS.
Title: Re: Hi Poly Elysium
Post by: Mars on May 26, 2006, 12:51:21 pm
Screen shot? I'm just not understanding you (I hope). You're supposed to see background bitmaps on ships windows and hulls and such.
Title: Re: Hi Poly Elysium
Post by: ARSPR on May 26, 2006, 02:06:24 pm
Great work!! :yes: :yes:

One HTL ship more is always good news.

(I have also LOD 2 and 3 issue).
Title: Re: Hi Poly Elysium
Post by: Taristin on May 26, 2006, 02:48:36 pm
does anyone else get those nebula colors on the hulls and canopies/windows with env. mapping on?

Wow. Just... wow.

*smacks with a trout* What do you think environment mapping is?

i'm talking about the three ****ing NEBULA BITMAPS.

Yeah. And? Environment mapping takes the background maps (a.k.a. the environment) and shows it on the hull.
Title: Re: Hi Poly Elysium
Post by: Cobra on May 26, 2006, 04:18:57 pm
...you just freaking missed the point. i'm talking about the nebula bitmaps that show up on the canopy when there's nothing there to reflect.
Title: Re: Hi Poly Elysium
Post by: Mars on May 26, 2006, 04:25:57 pm
Yeah, I have things reflecting in the tech room, I'm assuming that's supposed to happen.
Title: Re: Hi Poly Elysium
Post by: ARSPR on May 26, 2006, 04:42:05 pm
...you just freaking missed the point. i'm talking about the nebula bitmaps that show up on the canopy when there's nothing there to reflect.

This is a question for Taylor to answer. But I think it's coded a fixed env reflection within F3 window or tech room. Because of this reason, Taylor gave a cubemap.vp (cubemap.dss) with his builds, to see this reflection even from the first time you ran the new env mapping feature. Look at http://www.hard-light.net/forums/index.php/topic,39734.msg809846.html#msg809846 (http://www.hard-light.net/forums/index.php/topic,39734.msg809846.html#msg809846)
Title: Re: Hi Poly Elysium
Post by: Taristin on May 26, 2006, 05:59:05 pm
...you just freaking missed the point. i'm talking about the nebula bitmaps that show up on the canopy when there's nothing there to reflect.

Perhaps if you specified that you were talking about in the techroom, or the lab, or that there were no nebulas present, rather than flipping out when people look at you like you're just now noticing there's light coming from the sun, there wouldn't be this problem.
Title: Re: Hi Poly Elysium
Post by: Axem on May 26, 2006, 06:08:02 pm
Ah communication. Where would we be without you?

If I recall, the nebula "lighting" is usually retained from the last mission you've played. Though nothing should show up right away, like ARSPR said, the cubemap may be pushing itself on.

Also I notice this has sorta drifted off topic just so slightly. Let's get back to the original topic. Which is satisfying my ego with your praises and offers of sacrifice.   :nervous:
Title: Re: Hi Poly Elysium
Post by: Taristin on May 26, 2006, 09:42:56 pm
like ARSPR said

Don't take this wrong if its not the case, but does anyone else read ARSPR as ARSePiRate? >..> It just fits the lettering too well <..>
Title: Re: Hi Poly Elysium
Post by: Mars on May 26, 2006, 09:46:41 pm
I read it aspar which gets turned, in my mind, to aspartame.

That's one sexy shoebox Axem I will sacrafice my virgin (loser) self on an alter before its boxy alter.
Title: Re: Hi Poly Elysium
Post by: ARSPR on May 27, 2006, 03:57:13 am
like ARSPR said

Don't take this wrong if its not the case, but does anyone else read ARSPR as ARSePiRate? >..> It just fits the lettering too well <..>

Well I can assure you that there's a much easier explanation for my forum name ...

But I think Axem is right, lets return this thread to praise him  ::)  :lol:

(BUT you still have a LOD issue and I think the ship paths are a bit mad  :hopping:)
Title: Re: Hi Poly Elysium
Post by: S-99 on May 27, 2006, 04:47:55 am
As far as the elysiums cockpit windows go. Keep in mind this thing flies just like bobba fetts ship, i have no doubt this thing lands the same way too.
Title: Re: Hi Poly Elysium
Post by: Axem on May 27, 2006, 08:46:25 am
(BUT you still have a LOD issue and I think the ship paths are a bit mad  :hopping:)

I still can't figure out that LOD issue. It's driving me crazy. And what's wrong with the paths? I copied them directly from the old pof.
Title: Re: Hi Poly Elysium
Post by: ARSPR on May 27, 2006, 09:00:04 am
Well in F3 renderer, paths don't seem quite logical.

BUT I do not know what they exactly do, (or if they are really important),  AND I haven't checked the old model ones. You'll have to ask to someone more expert about them ( ;) or just not noob as myself).
Title: Re: Hi Poly Elysium
Post by: karajorma on May 27, 2006, 08:36:02 pm
I still can't figure out that LOD issue. It's driving me crazy.

I seem to vaguely remember that PCS works out the LODs from the order they were added NOT from the names.

It's been a while so don't quote me on that but I seem to remember having this same problem a few years back.

Shouldn't take you more than a minute or two to check if I'm right about that. Just simply pull the LODs out of the hierarchy and then add them back in the correct order and convert.
Title: Re: Hi Poly Elysium
Post by: Axem on May 27, 2006, 08:46:32 pm
Ah sorry. I must have missed that. :blah:

But it did seem to do the trick. :) Thanks. Add that to the stupid things in FreeSpace modding book. :p

LODs look fine in modelview and the lab. I've uploaded a new model, it should just be in the same place as the old one.
Title: Re: Hi Poly Elysium
Post by: karajorma on May 28, 2006, 03:21:12 am
No need to apologise. It's you who got driven crazy by missing it not me :p

Glad it's working now though :yes:
Title: Re: Hi Poly Elysium
Post by: StratComm on June 03, 2006, 04:42:11 pm
Cool!

;)
Title: Re: Hi Poly Elysium
Post by: neoterran on June 30, 2006, 10:13:22 pm
what about the medical version of the elysium (in freespace port) ?
Title: Re: Hi Poly Elysium
Post by: Axem on June 30, 2006, 10:26:44 pm
Well you'd think it'd be simple (and it is), but that texture highlights some of the less obvious UV mapping errors on my model. :blah: (but also one large one I can't believe I missed)

I'll tweak mine when I have some time so it lines up better. For the impatient ones though, you can just rename a copy of the Elysium model file to "transport01-medical.pof", and go into modelview or PCS and tack on -med at the end of the texture name (so its transport01-01-med).