Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vengence on August 25, 2006, 11:13:09 am
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If you can't see the image just say so, I used imageshack.
(http://img156.imageshack.us/img156/8871/thunder01ma0.jpg)
(http://img153.imageshack.us/img153/2224/thunder03nf6.jpg)
Though not exactly an original design, this model is the first one I made that includes multiple lods and debris. It is also the first model which I used a new skinning technique, however it was a little crude: I used 3ds Max's render to texture feature to render the maps into a high res texture which in turn automatically uvw wraps the model so less work for me. But in order to get the right detail the resolution is around 4000x4000! Way too much but I have plenty of RAM and speed to handel it no probs so I won't release the model because of this flaw. I don't feel like improving upon this design so I'll leave it as it is right now.
For gameplay, I enabled this fighter to strafe and fly backwards to add a new element to this fighter. Though I must admit, it gave me and the fighter an unfair advantage over the vanilla FS craft. Their missiles missed alot and I can strafe across the hull of a capital ship and still shoot at it. Armaments are pretty heavy, 1 primary gun and 8 secondary guns. However the 8 guns are spaced far from the hull so the best weapons for these mounts would be smaller weapons like the subach to suppress an enemy or have a higher hit ratio when dealing with long distance fighting. Though it barely affects gameplay, the missiles have 20 launch points but only 2 slots for missiles. If I modify the hornet to launch 20 missiles in a double salvo then it would really effect gameplay! As an interesting twist to make this fighter stand out a bit in the game, I gave it highly irregular values. The craft is a little slow but very agile. Its armor is average but weapons are incredible. Shields are decent but power generation and afterburners are great. I'm still thinking about getting rid of these values but it was just an experiment.
To finish, I call this fighter the Thunder. The reason is that all my ships are named after meteorlogical stuff and that this is a heavy fighter so thunder was appropriate. However the fighter is an evolution of my older designs of fighters with the same name and role, its just that this model is the most realistic of the evolution. The design inspiration comes from the Thunderbolt Starfury, X-Wing, and a mech I made long ago (The cockpit, parts of the nose, and paint scheme comes from the mech).
End Long Post! :D
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It's alive! ALIIIIVE!!! *thunder and lightning*
Wow! It looks cool! Is it for any particular mod or campaign, or is it just for fun?
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Yes and no... If I can make maps and a campaign then yeah it will be in a campaign.
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Looks alot like the Claymore series from Inferno.
That being said there are still some major differences. You say 8 secondary banks? :eek2:
That's one helluva lot of missiles.......
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Looks alot like the Claymore series from Inferno.
That being said there are still some major differences. You say 8 secondary banks? :eek2:
That's one helluva lot of missiles.......
And the Claymore was a hell of a lot like the Thunderbolt. (http://www.shipschematics.net/b5/images/earthforce/fighter_thunderbolt.jpg). And now looks more like a Viper.....
I'm guessing the latter is the more likely source of inspiration :D
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:wtf: I never played inferno.
To clear up:
Total of 9 guns (8 small, 1 large)
Support for 2 different types of missiles at once.
Total of 20 launch points BUT it really doesn't matter unless I'm like shooting 20 missiles at the same time.
Imagine 5 of these at long range opening fire with their small guns. With so much fire and in such a large radius its not easy to weave through (its like going through a firestorm of bullets in WW2). When they get into close range their larger primary gun comes into play and can really hurt.
Ah, I forgot to mention that the 'W' bent shape of the wings was inspired from Ace Combat's X-02 Wyvern fighter
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I suspect this would be most useful for a TBP mod, but with the current texturing you could pass it off as FS Terran if you had to.
Would be a worthwhile addition for my 2350 GTVA fleet...
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Neat. Looks like the Claymore though :)
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Claymore MK.II to be specific, from Inferno R1.
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WOW.... :eek2:
makes my stuff look lame
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Neat. Looks like the Claymore though :)
Um, could I see a pic of that Claymore please?
WOW.... :eek2:
makes my stuff look lame
Eh? Didn't you make all those cool models before? Your textures are way better... if only the renderer didn't blur my texture :doubt:
Here is the original model texture before being rendered into a single skin:
(http://img148.imageshack.us/img148/3028/thunder02qr6.jpg)
I'm working on my first capital ship for FS now so its important to me. This new ship is called the Tornado. It is in my scale (NOT FS scales) a cruiser (bigger than a destroyer but smaller than a heavy cruiser) at 2.5km long and like my "Faction's" style they think big to overcome a disadvantage in technology. In this case, the Tornado is equipped with 2 HUUUUGE beam turrets that rip armor apart like it was cloth. It's engine to size ratio is so large it is the fastest accelerating ship of its size class. The mega turrets kill cap ships while its dozen or so octa-cannons take down fighters and bombers. I'm planning on giving it a fighter bay too.
(http://img176.imageshack.us/img176/425/cyclone01ud9.jpg)
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Claymore Mk II:
(http://homepage.ntlworld.com/g.white19/clay2-sc1.jpg)
(http://img.photobucket.com/albums/v36/SadisticSid/infernoships/screen0036.jpg)
There's another Claymore model that looks more like it, it's either the III or the IV.
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:eek2:
Indeed. There ARE similarities. At least we know that the design is popular ;).
EDIT:
I think the poly count on my ship and guns is way too high. But still, these octa cannons look cool.
(http://img243.imageshack.us/img243/4499/cyclone02ln3.jpg)
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I've GOTTA get me one of those!!!!!!!
:eek2: :eek: :eek2: :eek: :eek2: :eek: :eek2: :jaw: :jaw: :jaw:
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You may just get that wish.
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Sorry for double post: UPDATE
I'm sure prepping this ship is going to be hell. :sigh:
There are 6 Octa turrets up front and 8 Octa Turrets down back. Each turret will fire 8 small blasts VERY rapidly so getting through might be harder going through flak. The enourmas turrets will fire huge beams, who knows what the damage value will be!
(http://img183.imageshack.us/img183/1951/cyclone03vk7.jpg)
(http://img85.imageshack.us/img85/1123/cyclone04zs8.jpg)
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Also, at first glance, I thought it was a fighter, so I was a little confused about all of those turrets. Also, you might want to move some of those turrets to the engines. It looks completely vulnerable there since the engines would get in the way of the turrets.
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If its intended for the FS universe, it's pylon-mounted engine configuration resembles the Hades enough, so it could be from an alternate universe, where the GTI succeeded in their takeover of the GTA.
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It has HUGE blind spots in the firing arcs of those turrets. Enemy fighters could easily come in from anywhere to the rear side quadrants and hit the engines. Parking the forward turrets right in the shadow of those big beam cannons makes them vulnerable to a direct overhead attack.
A 'canard' style wing on the tip of the nose, sorta like a hammerhead shark, with a turret top and bottom on each side would clear their firing arcs. The other two turrets could be left right at the tip under the beam cannon muzzles and devoted to directly forward defense.
Ont the rear, leave four turrets, two top and two bottom, where they are for direct rear defense and move the rest out to the engine pods.
Anything you put in front of a turret to protect it is just something the turret can't protect! Examine where turrets were mounted on WW2 era bombers. Nose/chin, tip of the tail, middle of the top/dorsal side and often a ball turret smack in the middle of the bottom/ventral side, plus a waist gunner on each side behind the wings.
If it weren't for considerations of aerodynamics, weight etc, I bet they'd have parked a gun right behind each engine as those were primary targets for enemy fighters to take out to bring down a bomber.
On a bomber with a single tailfin, an ideal approach for a fighter was from the rear, slightly high and maybe just a bit to one side so the fin would block the dorsal turret, leaving the main danger the limited firing arc most of the tail gunners had. Twin tailfin bombers like the B-24 and B-25 had a clear field to the rear for the dorsal turret at the expense of having two shadows in the firing arc. A fighter coming in trhough one of those holes could find itself in danger from a waist gunner, but that was only a single gun VS the two most turrets had.
With the typical defensive arrangement, a bomber could engage up to six fighters. If seven or more came out to play... Bomber formations were designed so they could provide covering fire to one another while hopefully staying out of the way of each other's bullets. But losses were still extremely high until the long range P-51 Mustang fighter was developed that could escort bombers from takeoff all the way to their target and back home. (See especially the Tuskegee Airmen, who never lost a single bomber they were assigned to protect.)
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You may just get that wish.
I mean real life. . .
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Yeah good points. I'll fix up some fire points but I think that there are enough polies coming from the octa cannons so I'll use button turrets on the engines and on the front to prevent it from going over 20k. I kinda like the idea of canards too.
Ok, fixes:
2 button turrets on each pod's top side (bottom side on the lower ones). Given the spacing of the engines the rear octas can cover the in betweens.
2 Octas stay put at the tips while the other 4 go on canards or just use button turrets.
I'll add 4 button turrets to the side hull.
And more fixes but the poly count is already 17700 so I'll be discreet about adding too many new stuff.
If its intended for the FS universe, it's pylon-mounted engine configuration resembles the Hades enough, so it could be from an alternate universe, where the GTI succeeded in their takeover of the GTA.
As cool as it sounds, my ship has nothing to do with the FS universe. Still... if the GTI had this...
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If the GTI had this monstrosity, along with all the corrections that would be made to it....Adios me GTA y PVN amigos!
And can't forget to add this: 20 THOUSAND polys? How long did it take you just to build one of the octa-turrets? Let alone the entire ship. Very nice looking ship though. I only VERY recently got into the modeling bit. I've got one in the works. Though for me I been having fun flying around in cruisers...I like big ships :)
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The Thunder and Tornado look wonderful. I love the sleek design that you've got going.
Are you still working on the Guardian and the Hurricane? :D
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If the GTI had this monstrosity, along with all the corrections that would be made to it....Adios me GTA y PVN amigos!
And can't forget to add this: 20 THOUSAND polys? How long did it take you just to build one of the octa-turrets? Let alone the entire ship. Very nice looking ship though. I only VERY recently got into the modeling bit. I've got one in the works. Though for me I been having fun flying around in cruisers...I like big ships :)
The octas are around 600 polies each because of the barrels and since there is going to be like 10 of them thats 6000 right there. Each engine is around 700, thats 2800 right there. And I have quite a few greebles. It took me... well not very long actually. Once I spent 13 hours on a mech because of its troublesome design. I think I only spent 4 hours here.
The Thunder and Tornado look wonderful. I love the sleek design that you've got going.
Are you still working on the Guardian and the Hurricane? :D
The guardian has been changed some since it's 'conception'. Its no longer 120km long, it is now 60 (still big...) and the design is scrapped temporarily. The hurricane needs a remake and its too high poly and not detailed enough. BUT... I have made another ship. Notice that my ship's names are meteorlogical with 'Hurricane' being a top dog in the line. Now think of that name 'Meteorlogical'... I have one last natual disaster in store using these names. Lets just say that if the Hurricane -class Heavy Cruiser is a A- level threat... hehe then the Meteor -class Battleship is the master of the stars as a S-Level on the highest teir! I'll show off the Meteor later but it is awesomely monsterous.
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Hurricane, thunder, lightning, thunderhead, tornado, typhoon, monsoon, tsunami, waterspout, rogue wave (http://www.esa.int/esaEO/SEMOKQL26WD_index_0.html), around Iceland and Greenland they have a word that translates as "Bottom scraper" for a tsunami that's so huge it sucks up so much water that ship's hulls scrape the bottom, then the wave crashes over the ship. That'd be a good ship name. I think it's something like 'gründsbot'.
For missiles, dust devil, microburst, squall line, wind shear...
For sheer mega-size, there's Thphoon Tip (http://en.wikipedia.org/wiki/Typhoon_Tip) which in 1979 grew to nearly half the size of the continental United States in the Pacific Ocean. Fortunately it shrunk a heck of a lot before making landfall.
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Heh, anything that makes my computer "bleed" belongs in ART :D (just kidding)
I hope you are working on "Mortal" versions once you finish the high-poly ones. I'd be a loss to miss out on that goodness you got going.
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The new Hecate is like 16000 polies. Without any of my octas, the poly count is around 10000. Adding 10 would bring it aroung 18000 so thats about it. As for textures, I have 11 total and some of which are... quite hi-res but I won't be using much alpha so memory would live.
Hurricane, thunder, lightning, thunderhead, tornado, typhoon, monsoon, tsunami, waterspout, rogue wave (http://www.esa.int/esaEO/SEMOKQL26WD_index_0.html), around Iceland and Greenland they have a word that translates as "Bottom scraper" for a tsunami that's so huge it sucks up so much water that ship's hulls scrape the bottom, then the wave crashes over the ship. That'd be a good ship name. I think it's something like 'gründsbot'.
So far I have:
Whirlwind, Thunder, Blizzard, Bolt, Lightening, Gale, Tornado, Hurricane, and Meteor.
Whirl: Interceptor. VERY fast.
Thunder: Heavy fighter. Highly irregular stats.
Blizzard: Medium fighter. Not very good though.
Bolt: Adv. Fighter. It has a beam cannon and a beam gattling!!!
Lightening: Destroyer with a HUGE cruise missile launcher and docking bay. Can enter atmosphere.
Gale: Small carrier. Can enter atmosphere.
Tornado: Cruiser with a BIG beam turret.
Hurricane: 6km heavy cruiser with serious firepower but no AA weapons or fighter bays.
Meteor: :eek: 14km long, over a dozen huge turrets that fire big balls of plasma, frigate bay, 4 beam turrets, maybe 50 AA guns... :eek:
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Sorry for double post but yet again: Update
Model is fully skinned and turrets placed. The canards aren't in but I added plenty of turrets, lots of them. There are a total of 30 turrets (20 of which are simple button turrets.) Thats more turrets than a hecate! I haven't placed in the firepoints yet but I also finished the debris. There are 12 debris objects however after booleaning the main body I couldn't do it again so when it goes boom most of the main body will remain like its a derelict.
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Using trueSpace? Common problem with some versions with booleaning. It'll work but something will 'rip' the mesh, making it non-solid. tS can't tell what's the inside and what's the outside, so it can no longer do booleans, face sweeps, bevels or lathes. IIRC it can't do vertex welding either on non-solid meshes. You're pretty much stuck with just being able to delete edges/vertexes/faces and select and move them around. (I don't remember if later versions with the ability to directly create new edges can or can't do it on non-solids.)
That's why you ALWAYS SAVE before doing critical things like a boolean on a model you've put a ton of time into. If it goes wrong just reload and try ti slightly different. ;) If you're joining several parts together, it can make a difference between working and failure to change the order in which you boolean join the parts. If your model's not got anything really funky you can get away with just gluing it all, throwing a cube in away from the model then doing a join. Break it up, hit the down arrow then left or right arrow to select the cube and hit delete. Ta-da! A one piece model.
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Hate to be a killjoy, but unless there's been a major change in the SCP when I wasn't looking, those oct turrets won't work in FS.
FS only supports a max of four (4) firepoints for a turret. Add more than that, and you get a CTD (in my experience).
The Starfury design is a nice one isn't it? But its so recognisable too, so you do anything like that and people will think 'B5 Starfury'...
Not so sure about the capship. Tiny hull, massive engines and guns larger than the ship their on? :wtf: Personal opinion.
By all means keep modelling. We need all the talent we can get.
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You want to know why I really used that B5 design? Ahem...
"NASA approached producer J. Michael Straczynski, interested in adapting the design of the Starfury as a model for a forklift to be used in the construction of the International Space Station. Straczynski agreed, asking only that the name of the resulting craft remain "Starfury"."
If NASA uses it, then by all means I'll use it too. The design is very good, possessing incredible mobility and firepower so I adapted it myself. Trust me, the original design of the Thunder was NOTHING like this and it would've flown like a brick and it was totally unrealistic.
About the firepoints, its not a problem. I never imagined all guns firing at the same time so 4 is just fine.
HOWEVER!!! I need some help on the turrets themselves. I never rigged a turret before and the wiki doesn't say how everything should go (there is even a slight contradiction in the wiki). I know this so far:
Paths parented to turret-arm
Firepoints parented to gunbank dummies
But thats it really. Do the dummies get linked to the turret base or the arms? I would do this manually with modelviewer but its too slow.
EDIT:
With 30 turrets coding and rigging the tornado is going to be hell. But then again, some of you may remember this monster (and my blunder in the wrong forum :p). For those who don't know, this ship is one of my big time (litterally) favorites: The Hurricane V (5) class Heavy Cruiser. It is the jewel of my collection and one of the most powerful and numerous ships I have ever concepted (aside from planet killers). Don't be fooled, this ship is massive! 6km long with turrets 14 nearly 900 meters long (with barrel) and 2 massive beam cannons in the nose. But ALAS! It has NO AA guns or beams! This ship is a Cap Killer Specialist, nothing else. However its not like you can kill this with fighters, the armor is so thick you'll need a lot of bombers. (More than 10, less than 100)
(http://img87.imageshack.us/img87/7647/heavycruiseroi7.jpg)
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Hate to be a killjoy, but unless there's been a major change in the SCP when I wasn't looking, those oct turrets won't work in FS.
FS only supports a max of four (4) firepoints for a turret. Add more than that, and you get a CTD (in my experience).
Not exactly. :v: got around that limitation themselves on the Aeolus. The flankside wedge turrets (flak & AAA) have 6 firepoints each, split in to 2 groups of 3 by creating 2 turret entries in the pof data for each turret submodel.
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Niice!
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LOVE the design!
Some.. Ok all, of the turrets, do look a tad oversized for the hull they are on... No offense!
I'd recommend goign fro 60=75% of current size. IMHO it would look better aestheticly with the slightly smaller "Big Hulking Guns". :D
[Edit] Goes double for the side mounted ones on those outcroppings/wings? I always felt that even if they look the same, your Main Guns should always be bigger than your Secondary and Tritery weapon implacements. And I would consider those spots "Secondary" ones. But of course it's your ship design.
:yes:
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check please!
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Eeeek! Big ship! Very nifty looking but that rear dorsal turret facing aft has a very limited field of fire. Great for horking any cap ship dumb enough to get behind it but again you've left blind spots to the rear quarters.
How about raising a big tower under that rear turret? Then it could fire all around. Staggering the turrets is good, implies there's giant support structures inside the hull like on a wet navy battleship*... but then those sponson mounted ones, do they turn together or do they have lighter guns?
*Look up how the turrets on the Bismark were built. Everything to run them was inside a huge rotating structure that just set down into a well in the deck and turned on a giant radial roller bearing. When it was sunk it rolled over and the turrets all dropped out.
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Hate to be a killjoy, but unless there's been a major change in the SCP when I wasn't looking, those oct turrets won't work in FS.
FS only supports a max of four (4) firepoints for a turret. Add more than that, and you get a CTD (in my experience).
Not exactly. :v: got around that limitation themselves on the Aeolus. The flankside wedge turrets (flak & AAA) have 6 firepoints each, split in to 2 groups of 3 by creating 2 turret entries in the pof data for each turret submodel.
Idon't understand how to set that up I tryed to do it with other ships but couldn't get it to work.
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Eeeek! Big ship! Very nifty looking but that rear dorsal turret facing aft has a very limited field of fire. Great for horking any cap ship dumb enough to get behind it but again you've left blind spots to the rear quarters.
How about raising a big tower under that rear turret? Then it could fire all around. Staggering the turrets is good, implies there's giant support structures inside the hull like on a wet navy battleship*... but then those sponson mounted ones, do they turn together or do they have lighter guns?
That blind spot was intentional. About the side mounts... those are there for added firepower really, and are independent of one another.
LOVE the design!
Some.. Ok all, of the turrets, do look a tad oversized for the hull they are on... No offense!
I'd recommend goign fro 60=75% of current size. IMHO it would look better aestheticly with the slightly smaller "Big Hulking Guns". :D
[Edit] Goes double for the side mounted ones on those outcroppings/wings? I always felt that even if they look the same, your Main Guns should always be bigger than your Secondary and Tritery weapon implacements. And I would consider those spots "Secondary" ones. But of course it's your ship design.
:yes:
I get that alot :doubt:. Everyone always say that the turrets are huge but thats the point ;).
If I were to script the ship's behavior, then if it enters battle it will ALWAYS attempt to face the opposing capital ship head on so it can bring almost all of its turrets to bear as well as its double main cannon. So it will always be moving to catch a destroyer in the front delta to attack. It rarely enter attacks going broadside because half of the turrets will be locked on to the target. Thing is, the Hurricane will never have AA guns so there is no need to cover the engines unless the enemy cruiser somehow got close. Even so, this ship is a capital killer. Meaning it will ignore fighters and bombers and go for the big fish. For example, if in FS, if there is a fleet of cruisers coming in, the Hurricane won't even bother unless there is ALOT of them. However, if there is a destroyer, the Hurricane will enter battle, face the enemy head on, and kill it. A Hurricane is never alone. Being alone is just screaming to the enemy "Come and eat me! I'm a juicy but tough nut to crack in the open!" Thats really its weakness, but with such thick armor it will take LOTS of bombers.
Still, my question remains unanswered: How exactly do I rig turrets in 3ds anyways?
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An x-wing walks into a bar, Gets a starfury drunk............Does what drunken starfighters do.
And this is the result, Its all good though :D
9.8 out of ten ZoDS.....
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What do I have to do to earn that last 0.2? :lol:
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Make it red........ :D
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Ok, I'll invite the local Vampire to do his work. :lol:
Oh great, now its Shivan!!!
(http://img399.imageshack.us/img399/3287/heavycruiserredto3.jpg)
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:D :D :D Oooohh, I likee, ITs quite sith-like now,
11 out of 10 zods.......... :yes2: :pimp: :yes:
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with the guns the way they are, they look more like an installation. . .
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That's just the "rest" position. If you look at the Hecate's guns, they are similiar.
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I know.... :duh:
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Hate to be a killjoy, but unless there's been a major change in the SCP when I wasn't looking, those oct turrets won't work in FS.
FS only supports a max of four (4) firepoints for a turret. Add more than that, and you get a CTD (in my experience).
Not exactly. :v: got around that limitation themselves on the Aeolus. The flankside wedge turrets (flak & AAA) have 6 firepoints each, split in to 2 groups of 3 by creating 2 turret entries in the pof data for each turret submodel.
Idon't understand how to set that up I tryed to do it with other ships but couldn't get it to work.
Assuming you're trying to get 8 firepoints on a turret, when you're setting up the turrets in MODview or PCS, create one entry with 4 firepoints matching up to 4 of the barrels, then make another turret entry using the same base (and arms, if it's a multi-part turret) submodel as the previous turret, but make its 4 firepoints match up to the 4 barrels that you didn't set up on the previous turret. Then that's it. When it comes to setting up table, since both sets of firepoints are based off of the same turret submodels, it will use all firepoints associated with it and you don't need to do anything fancy.
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You certainly know your stuff ;)! Cool, thanks I'll put it to good use. Who knows? I may make a ground breaking TC for FS2 some day!
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thanks Trivial I'll have to try that but doesn't the aeolus use two separate turrets for each one in the table?
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Nope. The turret entries in the table reference the turret submodel. Since both entries in the pof are attatched to the same submodel, the one table entry will draw on them both.
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I don't feeling like making a new topic so I'll do this here:
I have remade an old skin to essencially bring back a model from the dead. My Lightning -class Destroyer.
(http://img241.imageshack.us/img241/8909/lightningri6.jpg)
The Lightning is NOT a FS Universe ship. I made this ship LONG ago but the original main body skin was lost so I had to recreate it from memory. Here goes the plot:
The Lightning is a long range fire support destroyer utilizing long range cruise missiles (these missiles are HUUUGE!) to bombard targets from afar. When the missiles near their intended target, they split into multiple warheads and attack the opposing ship's entire hull rather than one specific point. If the Lightning is forced into close combat, it utilizes it's 2 side mounted launchers to attempt to drive away foes. However where there is lightning, there is Thunder. The Lightning Destroyer carries a full compliment of Thunder heavy fighters within its fighter bay. But alas, the Lightning's most notorious ability is that it is the largest ship in the galaxy that can enter a planet's atmosphere and hover above the surface! At 1.7km, it is the only ship that size that can accomplish this feat. The only other 'Human' ship that can accomplish that is the 800 meter long Gale Stike Carrier.
The cool thing about this model is that it looks that good and has a poly count of only 7500!
Imagine that: a 1.7km long ship hovering right above your head. Thats big.
Speaking of big... here is a size comparison of my non-FS fleet and notice each ships similarities to one another:
(http://img119.imageshack.us/img119/7189/sizesdz6.jpg)
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:D :D :D I wantz.................... :nod:
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Not until I put them into a campaign.
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Not until I put them into a campaign.
Hurry up then, ;7
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I just started FRED a few days ago so it will take a long time ;7.
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Learn quick, or i'll have to help J00..........
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I HAVE DONE IT!!!!!! I have put my first capital ship into FS2 and boy is it BIG! It is my Hurricane V-Class Heavy Cruiser and it kicked my butt in one blast! Time to see it fight Sathanas to make sure its guns are really working
(http://img421.imageshack.us/img421/7001/screen0041fo2.jpg)
(http://img161.imageshack.us/img161/4859/screen0042pn2.jpg)
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Yay, another modder is born................Well evolved i guess.
Regardless, Vengence is now up for grabs by any project !!
*waits for stampede*
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Any??? (Becareful with your words!)
QUACK!!!
:lol:
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LMAO! :lol: :lol: :lol:
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Well, lets just say that I was taken before the storm :rolleyes:. I forgot to give it shine and glow maps so it'll be improved upon but testing still continues, though not much is needed anyways.
Just like how I imagined it :D.
(http://img134.imageshack.us/img134/3162/screen0054ny3.jpg)
Eath this Sath! (confession: To be honets, to took a while for these guns to kill the Sath. In fact, my twin helios bombs finished it off!)
(http://img143.imageshack.us/img143/2135/screen0053bf2.jpg)
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Absolutely Amazing Artwork............ 8)
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Nice!
I especially like the bridge section. nice texture on that one! :d
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Wait a gul'darn second, you put it back to Blue......... :mad:
7.8 zods agaiin.........
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I never said it was permament ;). Perhaps I can use the red paint for the evil version :P. And technically, it isn't a bridge. The bridge is farther down internalized. The tower is more like a sensor/observation structure.
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Ok, the beast version iss 11.6 Zods, Silly blue version = 7.8.............. :blah:
Its the party tower........Where the parties happen :D
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I never said it was permament ;). Perhaps I can use the red paint for the evil version :P. And technically, it isn't a bridge. The bridge is farther down internalized. The tower is more like a sensor/observation structure.
I've never understood the logic that makes people - and that's including myself - feel obliged to make the C&C centre of a ship be the most exposed part, anyways :D ;)
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I never said it was permament ;). Perhaps I can use the red paint for the evil version :P. And technically, it isn't a bridge. The bridge is farther down internalized. The tower is more like a sensor/observation structure.
I've never understood the logic that makes people - and that's including myself - feel obliged to make the C&C centre of a ship be the most exposed part, anyways :D ;)
I guess that would be something to do with the bridge of a ship (naval) needing the best vantage point. People expand on that idea when creating spaceships IMO.
EDIT: In an age of camera's and view screens, people like the assurance of a large expansive window in front of them, then they can believe what they are seeing and it's not a piece of CGI a sensor trick or some sort! Maybe???
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I would so pull pranks if that were the case. :lol:
*finds roaller coaster footage, and loops starfield while steering for the sun and hopping in escape pod*
The bridge of a ship is an area or room where the ship's navigational controls and other essential equipment related to ship operations are housed and operated. It is so called because it once was a bridge between paddlewheel housings on either side of early steamboats. This new vantage point was deemed so convenient that it was retained after the paddlewheels were superseded.
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I never said it was permament ;). Perhaps I can use the red paint for the evil version :P. And technically, it isn't a bridge. The bridge is farther down internalized. The tower is more like a sensor/observation structure.
I've never understood the logic that makes people - and that's including myself - feel obliged to make the C&C centre of a ship be the most exposed part, anyways :D ;)
I guess that would be something to do with the bridge of a ship (naval) needing the best vantage point. People expand on that idea when creating spaceships IMO.
EDIT: In an age of camera's and view screens, people like the assurance of a large expansive window in front of them, then they can believe what they are seeing and it's not a piece of CGI a sensor trick or some sort! Maybe???
It's because it looks cool and everyone remembers the bit in Star Wars when the A-Wing crashed into a SSD (?) bridge, really. I mean, if you can trust your life on crazy-wazy subspace drives and stuff, trusting a video camera is relatively minor. After all, who's going to navigate a starship by-sight?
EDIT; strikes me that BSG does a good job of this.
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A good job of navigating by sight?
Good point, they just use an extension of navigating by stars and land marks IIRC and recon vipers also......
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It comes down to a single word. Tradition. That one word is why the bridge is up and out there on wet navy vessels, and on fictional starships.
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If you insist on tradition then I will break from it. That observation tower is for sensory stuff while the bridge is under it where its less open. And then there is a 2nd observation/bridge farther up the hull under the front-right turret on the extruded side... thing. Its quite visible but only used as a backup. And btw, I'm not following star wars, I prefer following Babylon 5.
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why Babylon 5 over Star Wars?
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Simply put: Realistic action is FAR more fun in this comparison. Seriously, space ships flying like planes!? No way, I'd go with B5 anytime. If your being chased, no need to do any fancy flying, just turn around while still drifting. It adds new context, strategies, action, and excitement to the battle. I'm planning on making my new storyline follow realism and consistancy while maintaining entertainment. While Star Wars sacrifices realism for entertainment. I don't like that.
In other words: The incredible lack of realism and consitancy in Star Wars bores me.
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*cough sheridan becoming a god=realistic? couogh*
Sepereate argument i agree, SSD's are cool and i like the idea of fighters coming with hyperdrive, But i reckon SAAB is more likely than B5 to come about. Unless we really find hypergates then get star-raped by boneheads in which case i will eat Buckingham palace......
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A good job of navigating by sight?
Good point, they just use an extension of navigating by stars and land marks IIRC and recon vipers also......
They don't navigate by sight. Notice the Galactica C & C (and Pegasus for that matter)? See any windows?
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I didn't mean sitting down looking out the window driving, (cap at least) But by visible position of the stars.
What did you mean by,
EDIT; strikes me that BSG does a good job of this.
That threw me off a bit :confused:
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Original BSG had the bridge out on the upper front hull with beeeeg windows, and an armor shield to raise up over the windows.
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Oh, ok. I remember that, All this hubbub about the new incarnation is makein me lose sight of the original, ( Erin Gray is still the best though, Wilma FTW)
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*cough sheridan becoming a god=realistic? couogh*
Sepereate argument i agree, SSD's are cool and i like the idea of fighters coming with hyperdrive, But i reckon SAAB is more likely than B5 to come about. Unless we really find hypergates then get star-raped by boneheads in which case i will eat Buckingham palace......
Ok, most of it then. I haven't seen all the episodes yet! And what is SAAB? I'm sure your not talking about the car manufacturer... I think....
In my non-FS storyline, a certain Humanity didn't find hypergates, they built them. Don't ask, storyline too big for one post and one topic.
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Space Above And Beyond....
HOO-RAH !
TC McQUEENS Nippleneck Led Squad, The dead in sapce five-eight !
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Oh, ok. I remember that, All this hubbub about the new incarnation is makein me lose sight of the original, ( Erin Gray is still the best though, Wilma FTW)
I wasn't talking about the original, anyways.
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No Bizzybody was..........
Erin Grey still FTW, best Miniskirted pilot EVER. :D
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Clraify... The Miniskirt was considered the "Sailormoon/2nd season" which, even by her own admission was "a travestry and like a stab in the back to her character."
The First Season, defined by most fans as the "Sexiest Cat Suit Era" showed off the character as strong of will and competence equal to the amount of tension her slim taut body was subjected to by the skin tight outfit...
Oh there was a "bandage-like" accessory one could Lable a "skirt" but since it wasn't an essential part of the ensamble I only remembered it on retrospection...
Where's Barry Manalow when you need him, "MEMORIES!!!" :lol:
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:wtf: Now topic is loosing its meaning. I might as well post this since its one of the jewels of my giant ships. I used an improvised skin so it'll be reskinned in due time. I call it: Meteor -class Battleship. Its huge at 14km long, 8km wide, and 4km tall at the largest points. I haven't added its final weapons yet but they are going to be seriously strong.
(http://img116.imageshack.us/img116/3589/meteorie3.jpg)
(http://img112.imageshack.us/img112/1913/meteor02di1.jpg)
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It kinda resembles the old Ralari. Btw drop the bumpy organic looking bumpmap/shinemap and replace it with tiles... it'll give a much more realistic paneling :-)
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Didn't I say it had an improvised skin? Thats what I meant. Also its UV mapping was choppy fast so not much effort on that part. And what is a Ralari??? I drew this ship's concept last year from scratch and imagination and built it.
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Actually my bad.. it's more like a Fralthi Mk 1 (http://www.wcnews.com/ships2/images/4views/wc1fralthi4.gif) The nose section at least does. As for the bumpmap...no biggie.. don't worry about it till you get the main texture to your liking.
I do like this one the best. It says capital ship all over it.. especially what looks like a fighter bay in the middle. :yes:
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Gimme a cat WC3 Dreadnaught any time of the day :D
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Ew.. Either style is fine, but hard sporty and HW2 bumpy do not mesh well on same model... :D
Yeah I know these are temp... (still loving it though).
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Just finished on another non-FS and non-human ship. This ship was NOT inspired by the shivans. These ships may have horn looking things but its all symetrical and even and smooth, not hard, jagged, and spiky like Shivan ships. The only similarity is that this ship is black but that is to hide in space better. The front globe is the weapon and glows red to fire a single strong beam. The ship is corvette in size and has been given the misleading name of Dreadnought because the ship is terribly dreaded when there is lots of them. Other than that they aren't much of a threat alone.
Given my current lack of coding expertice I will simply have it replace the Moloch ingame for testing.
(http://img65.imageshack.us/img65/3471/dreadpt5.jpg)
EDIT: Wow, I'm already done with the skin.
(http://img377.imageshack.us/img377/3732/dread2ll3.jpg)
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Dreadnaught means "Fear None" (from dread and nought) But that ships is Very Very nice :D
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If I could, I'd take the Meteor and shove one really BIG beam cannon in the middle of those two finimajigs... xD
Script a mission in FRED, put an SSJ in front of it and then fly a Pegasus loaded with designator missiles...
and shout out, "DIE EUU (insert expletives here)!!!!!"
That red and black thingy gives me an idea for a mobile heavy RBC... maybe use it for node blockading and/or planetary bombardment? :lol:
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Egads... The similarity is amazing.
The pommel end of my Sword, the Cockpit for a Tie Fighter, and powered by the Epicott Center?
:nod: I approve!
(No offense was intended by the above ;), though all the triangles in the middle take away from what appears to be a Gothic type impression, the rear works with it though)
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Already ingame. The model is simple: 5 turret points [1: Big Beam Cannon, 2-5: SAAAs]
With all those beam AAAs its not easy getting close. Especially considering these Dreads travel in groups of 4 and more. If you get 12 on your hands not only will it hurt your system but it will shred your ship. However not even 16 of these ships (4 ships in 4 waves) even stood a chance against a Heavy Cruiser. But these Dreads are weakly armored, corvette sized, slightly underprotected, assault ships. Their good against fighters and when in groups can really hurt a destroyer. However they need something the size of a destroyer to even hurt a heavy cruiser.
(http://img327.imageshack.us/img327/5382/screen0120bq2.jpg)
(http://img238.imageshack.us/img238/1209/screen0121jv2.jpg)
(http://img238.imageshack.us/img238/5743/screen0125gz8.jpg)
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Re-skinned, that ship could also pass for a non-military Drakh science ship or something.
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I was gonna ask if you were Psychic or something...
(nevermind...) :p
Actually I was about to type 3rd space alien by mistake, but yeah I meant in my head Drahk...
Attack of the Organics!!! Looks great on the main beam, but the SAA? I'm not liking the extra white border on each side of the beams. Is that your custom job?
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Looks like some Shivan/Rampant rabbit hybrid'odoom ;7
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I was gonna ask if you were Psychic or something...
(nevermind...) :p
Actually I was about to type 3rd space alien by mistake, but yeah I meant in my head Drahk...
Attack of the Organics!!! Looks great on the main beam, but the SAA? I'm not liking the extra white border on each side of the beams. Is that your custom job?
Dude, I have a Geforce 6800XT 256mb and a Athlon64 with DDR2 1024mb of RAM. Wouldn't it be obvious that I would be using the adveffect mediaVPs? Those have animated textures so that white border is actually a frame in the animation. But now that you mention it, I CAN create my own custom effects with a little effort.
I designed this ship before I even saw the Drahk in B5 so whatever similarity is completely by coincidence and like I said before, it only looks Shivan because of the colors. These alien ships are symmetric, smooth curved, spherical, and 'horned' not 'spiked'. The model difference is huge and the color difference is similar so thats really it. But still, this model barely took me 3 hours to put ingame meaning this is one of the fastest jobs I have done yet.
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EECK!!
The sixth house has gone interstellar!!
(http://img377.imageshack.us/img377/3732/dread2ll3.jpg)(http://kecsopp.uw.hu/hwsw/morroize.jpg)
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My modding projects began in 2002 on a PII 400 with 256+64MB PCI and 4mb vodoo. I upgraded to a p4 1.8 with over 700mbDDR and a generic ATI 256mb (not really seeing any improvement over my old 32mb "all in one" frankly). If I get the chance to upgrade again it will be in 3-5 more years.
Needless to say Adv Media VP's would be suicide so I, of course, thought it was a custom beam as I've never even looked into them... :D
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I haven't had that much problems with it. Slowdowns only happen when a shockwave happens and I'm going to change that anyways. I just love those animated textures so I go about with them. I only regret that the full cost of my near complete hardware replacement was nearly $400 but thats a pretty good price for all this hardware. Heck, most of that was from the 360GB HDD and the new vid card. The new motherboard and cpu came as a pack for a bargain and were high end! I even had to replace my power supply to allocate enough power.
Also, if I only had Maya back on my pc we would be having Tesla Electric Bolts as new beam textures for fun! Imagine that, a Hecate electricuting it's victims! Speaking of which, I only need avi animations to turn into ani right?
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Heres an old attempt of electric beams, not all that great.
(http://img.photobucket.com/albums/v356/Shodan_AI/beam4.jpg)
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That's cool... Migth be better if you could make one of the loops whitish and the other bluish?
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I was actually thinking of a single bolt like this \/\/\/\/\/\/\/\/\/\/\ rather than several wrapped up together.
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I was gonna try to cobble together a bolt animation... I'll see if I can make a pack. like about 30 images (these are STOCK images from trek of electricity). the problem with bolts like firecrack's white lightning beam is that the outcroppings are TOO uniform and looks artifical.
I think Trashman also had a elec beam, and yeah it looks uniform, but it's spread out more so you can forgive it a little... Then again I am takling about static images and not a final animation type beam. I'm sure seeing something with "life" will look better.
Give me some time with that if your interested in looking , I'm in the middle of something (plus I'd like that effect you posted if you still have it)...
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Or wait till I get Maya back. It has a modifyer that automatically creates lighting and animates it with a random looking animation.
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:eek2:
I hope we burn more Maya disks on my work shift then... In the last 4 years I only had 1 opportunity but it was for PLE. ;7
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Bad luck for you and me. I spent $200 to get it full but you get some for free.
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Vengence, just for the record, your ships are ****ING AMAZING. I used to draw battleships similar to these in design back in high school =D I LOVE these things!!!
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Thnx! :D Here is an update on things. I got quite a few ships ingame again. Careful, lots of pics:
My Lightning Destroyer is ingame and kickin butt. Its main weapon is a HUGE missile capable of reducing a corvette's health by half in one hit. However this missile is very large and can be easily attacked.
LAUNCH!!!
(http://img87.imageshack.us/img87/5052/lightning01ok7.jpg)
GO!!!
(http://img87.imageshack.us/img87/3498/lightning02sz8.jpg)
This is it!!! We're dead!!!
(http://img170.imageshack.us/img170/8868/lightning03ra3.jpg)
Unfortunately, not all things went as planned: OMG, we're sinking!
(http://img143.imageshack.us/img143/9531/lightning04jq4.jpg)
Guahhh!! Thats right, the ship split in half.
(http://img170.imageshack.us/img170/5483/lightning05ie8.jpg)
My friend made this one. We call it the Ser-Dek light fighter. The Ser-Dek has firepower somewhat equilavent to the human's Thunder Heavy Fighter except that the Thunder is far more agile and possesses more missiles.
(http://img150.imageshack.us/img150/5954/serdek01yd2.jpg)
(http://img183.imageshack.us/img183/3748/serdek02lc0.jpg)
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Eep! molars in space!
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Oh! :lol: I get it. I had problems with that debris so I'll remove it later.
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Got another update. New model.. Unfortunately this model is even MORE inspired by the Thunderbolt fighter from B5. Just goes to show how much I like it. If it seems plaguristic then this model is only a place holder until I can create new concept drawings. This fighter is a model replacement of an old fighter (both are 4 engine designs) I called the Blizzard. The Blizzard is the precurser to the Thunder Heavy fighter and was the first fighter to utilize an inertial dampener which allowed' for an extended nose section and add extra weapons and cargo room. The Blizzard served the role as a medium fighter but when the Thunder entered the fray, production nearly stopped (with the exception of a couple dozen a month). The Thunder was larger, much stronger, and much more agile than the aging Blizzard, but the ailing fighter still serves a useful role as a heavy interceptor/Light assault fighter. It's acceleration is faster than the Thunder and on account of its primaries are located closer the hull of the craft the fighter can fight better at closer ranges.
Model notes: This will be the first model I have ever made that will utilize a rendered cockpit and converging firing points!
(http://img233.imageshack.us/img233/702/blizzard01ov7.jpg)
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ARrgh, m'lad yer curr of a picture is ghostin' us. Halt this witchcraft and reveal your true form i say. Arrr :p
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Who th' ****in' H*** changed my post into pirate talk!? :mad: Why the audacity! *opens up audacity audio app and screams curse words :mad:
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Tis' a terrible thing the swabs have done, But its still lightening my soul to see merryment caused at your annoyance AVAST !
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(http://img123.imageshack.us/img123/8862/eatthis2wp9.jpg)
(http://img88.imageshack.us/img88/6851/enoughhm0.jpg)
(http://img167.imageshack.us/img167/6310/tolerategr9.jpg)
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Now that's super sweet... (Drools) :yes:
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How are you doing the HDR on the last rendered pic?
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That last one made me actually drool a little. :D
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LOL, the last pic is NOT HDR. In fact its NOT even INGAME!!! :lol: Its a "render"
Pic 1: "Classified Level OMEGA. Name will NOT be disclosed"
Pic 2: Meh, a cel shade test
Pic 3: High poly Bolt Adv Fighter with a Lens Glow as a bloom effect.
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I know its a rendering I was just wonder how you did that.
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I set the material ID to 1 and went into video post and activated Lens Glow and set it to be applied to materials with ID 1. I set the color to white gradient and set the effect to be applied to ONLY very bright surfaces. Remember, not HDR. Its post processing. Though this looks great in pics, in movies it looks unusual because it isn't smooth. Its like thousands of glowing circles placed in the right places constantly blinking. But I used 3ds so I have no idea how to do this in other programs besides Maya. Btw, Maya does glows ALOT simpler but more limited.
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Cinema 4D is quite good at glowy stuff i reckon............. :nod:
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Its a tad bad thing that I don't know it and I think I'll stick to 3d Studios super easy camera and geometry contols. Really, the only thing I don't like about Maya is a somewhat harder UI and the fact that all geometry created is a default model placed in the center of the scene while in 3ds I can control geometry placement and shape alot easier.
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Hard Interface = Lightwave every flippin' time, It makes me ill. (http://forum.virtualracing.org/images/smilies/puke.gif) Just thining about it........
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... ... ... I never knew such an emoticon existed :eek2: :confused:.
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LOL Dekker does the same I do (http://forums.anandtech.com/i/expressions/beer.gif)
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Right-click, view image.
Its from another forum.
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Suuuuush.... Your giving away all our secrets :p
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*chuckle* Only Lightwave brings out the chunder, Other progs i'm patient with.....
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I fear I must dissent and state those ships look like ABSOLUTE UNMITIGATED OVERSMOOTHED CRAP ingame.
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Hard Interface = Lightwave every flippin' time, It makes me ill. (http://forum.virtualracing.org/images/smilies/puke.gif) Just thining about it........
Odd, I get on really well with Lightwave, but never liked 3DS Max. I always liked the way it kept the modelling program and the rendering program seperate, it wasn't a Jack-of-all trades, but the UV Mapping tools point-edit tools I found incredibly intuitive
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I fear I've been using Max so long that lightwave might be too odd for me to learn lol
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The seperate renderer is a good idea, but you can get dedicated rendering solutions that take mostfile formats anyway. :)
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I fear I must dissent and state those ships look like ABSOLUTE UNMITIGATED OVERSMOOTHED CRAP ingame.
Uh, which ships? The dready is NOT smoothed at all. I used 8 sided cylinders and worked from there to make the horns and for the spheres I just used simple Geospheres with some extrusions. The Lightning Destroyer has no smoothing either. I used a spline and turned into a polygon then beveled it alot. The Blizzard2 used spline based cage modeling with no topologing so its not smoothed either, the Thunder fighter used the same method and again no topologing. The SerDek was made in maya by my friend next door so its probably just polygons too. The Meteor used a spline cage style with little topology to begin with. The Tornado cruiser used a spline cage too and has no topology.
Or perhaps it is the skins. I didn't make custom textures, I just blended some textures with noise, smoke, marble, ect maps and rendered to texture. Seeing as how I got the ram and power to handel it I don't really care how inefficient the models are considering they are practically Alpha stage models and are not suited for release yet. The Dready may look smooth, but it actually fits in pretty well ingame.
If your talking about my Bolt Adv Fighter, that is a high polygon model suited for rendered movies and scenes, not for gameplay. If it was in the game, it'd kill my pc. Thats what happens when you have a 20,000 polygon model in your sights.
And so that you know, my models are part of a unique, custom, and original universe I created so my ship will NOT fit in with FS ships at all.