Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Axem on May 20, 2006, 02:18:48 pm
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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
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Good :yes:
You'll need a talented texturer to UVMap all that, though.
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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)
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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)
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Okay, it's still the best looking shoebox with engines and without a turret I've ever seen.
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Looks good. :yes:
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(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:
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Didn't know you could fit so much detail on that small thing. Awesome!
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Didn't know you could fit so much detail on that small thing. Awesome!
Wonder if that's why the Loki never got done.
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(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.
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(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.
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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. :)
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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)
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sweet jesus, that looks even better than the Orion!
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Now THAT's how to hi-polify a ship! :)
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Sexy.
As to the turret, how exactly do you plan to do it? It always looked rather silly to me.
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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...
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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?
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Wow, I think that is sweeter then your AWACS. :D
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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)
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:jaw: 'tis amazing *bursts into tears*
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*picks jaw up off floor* :eek2:
That is flat-out stunning. It'll look unbelievable in-game.
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All too sweet....
:yes:
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Holy crap. That's teh sexiest box evar! :yes:
I must have it!
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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?
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i can't see the turret. :nervous:
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:(
(http://img.photobucket.com/albums/v109/NarfPics/elyturretforcobra.jpg)
Take that filter!
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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:
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Also, you don't traditionally see more than 1 (maybe 2) Elysiums close up, so I think 5k might be okay.
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aye.
exactly the point. elysiums are in total... i dont think i ever saw more than 3-5 elyisiums in a mission. :wtf:
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release eet. NOW.
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That was bloody quick! Amazing stuff. :yes:
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(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).
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(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?
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:(
(http://img.photobucket.com/albums/v109/NarfPics/elyturretforcobra.jpg)
Take that filter!
What the hell is a turrent?
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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.
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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!
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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.
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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.
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:jaw:
holy ****?
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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:
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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...
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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>
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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?
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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.
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basically, the IBX is changed every time a model different then the one specified is used. :D
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I seriously just set that shot as my desktop background. That thing looks real. :)
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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)
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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.
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I guess it wouldn't be possible to add anything behind the windows, eh?
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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
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Already talked about that... look back.
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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.
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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:
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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.
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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.
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they also look great with env mapping too .
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does anyone else get those nebula colors on the hulls and canopies/windows with env. mapping on?
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Aren't you supposed to?
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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?
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*doges behind counter*
Whew, I thought that trout was meant for me.
Yeah, the new Elysium looks good with env mapping.
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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.
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Screen shot? I'm just not understanding you (I hope). You're supposed to see background bitmaps on ships windows and hulls and such.
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Great work!! :yes: :yes:
One HTL ship more is always good news.
(I have also LOD 2 and 3 issue).
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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.
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...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.
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Yeah, I have things reflecting in the tech room, I'm assuming that's supposed to happen.
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...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)
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...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.
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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:
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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 <..>
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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.
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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:)
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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.
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(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.
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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).
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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.
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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.
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No need to apologise. It's you who got driven crazy by missing it not me :p
Glad it's working now though :yes:
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Cool!
;)
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what about the medical version of the elysium (in freespace port) ?
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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).