Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on September 22, 2006, 03:00:49 am
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Essex cruiser in drydock preparing to launch (i.e. nearly done, painting up details)
(http://img.photobucket.com/albums/v356/Shodan_AI/cruiser8.jpg)
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Looks rather like a cross between a Concordia and a Bhantkara...
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It works well though, Once the ass-end is painted a bit more true confed style and less Cat reddish.
But ScoobyDoobyDoo said he's working on it so i got faith.
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Is the red thing the drydock? I thought the whole thing was the ship itself lol...
I don't see a lot of turrets on it, but once an idea kicks in...
:D
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For some reason, when I read this thread title I expected to see blinged up Chav vehicle of some kind! :lol:
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Actually there is no dry dock, kinda figure of speech i think... LOL
I'm trying to get the browns a little tone, but not having good luck, it's either too dark or too light. And yes the back section is suppose to be catlike, but not the bhantkara rather the Fralthi mk 2 :)
Turrets aren't finalized. In fact they won't even be converted, I've already got turrets in cob format. Also the laser batteries isn't really visible, besides at the rate they fire, I wouldn't want as many as a normal fs2 capship otherwise i'll be an absolute light show LOL. As for big guns, 4 pulse beams (on the front side plyons), 2 (possibly 2 more) dual heavy plasma, 4 dual light antimatter, 2 rear triple particle.
She's about 1.6km long joint confed/Kilrathi cruiser/carrier.
(http://img.photobucket.com/albums/v356/Shodan_AI/cruiser9.jpg)
The brown areas and some of the others (with dark pattern lines) are beveled.
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Scoob, you are a MODELLING MACHINE you dont sleep i swear, The quality stuff just flies out.
Take a rest............ :)
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Well I'm just happy to see if finally get nearly done. It's been on the waiting line I first posted it back in May 22.
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Does this look better? I'm still not happy with the brown, it's either reddish brown or pink brown :ick:
(http://img.photobucket.com/albums/v356/Shodan_AI/cruiser10.jpg)
Once I had light mapping it should look less tiled.
The windows still bother me, but since it's so large they should be kinda repetitious.
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I actually like that color very much. It looks Cat without creating a jarring transition from the Confed colors.
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personally, I like the Reddish-brown
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Good design :yes:
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Man this took forever to convert.. about 30 minutes. Not to mention turreting it UGH... 39 gun mounts
I still need to do glow maps, that'll bring out the highlights better.
(http://img.photobucket.com/albums/v356/Shodan_AI/essex-1-1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/essex-2-1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/essex-3-1.jpg)
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it looks like another GTVA piece of industrial junk. Nice Job!!!
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Ok I'm having some problems here with the turrets
After I convert the model heres the turret list:
turret01
turret02
turret03
turret04
turret34-destroyed
turret06
....
At first glance it looks like turret34-destroyed was incorrect So the first thing I did was take off all 39 turrets/destroyed turret then add them in groups (a few at a time) Everything was going good till i hit 34. I attempted to fix it.. no good.. i delete turret 34 and made a copy of turret 35 (34 was on port, 35 starboard) still no go..
I've looked over the cob hierarchy over and over till my eyes are doing this (http://www.guild-hall.net/forum/images/smilies/dizzy.gif)
Heres the cob file, maybe someone else is seeing the problem (I'm sure it's right in front of my nose). I left out quite a bit of stuff for sanity sake. http://www.badongo.com/file/1457797 (http://www.badongo.com/file/1457797)
Edit: Is there some limit to turrets? I think 34 is the magic number. I took turret 34 out... everything worked ok, I copied turret 33 to turret 34 and vola error reappears.
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What sort of error are we looking for exactly?
Oh, actually - all 34 turrets appear to be multipart. I don't know if it's changed or not, but not too long ago there was a limit on the total number of rotating subobjects a single ship could have. I *think* it was 10 at that time, so perhaps it's been bumped to 34 or so now.
Also, depending on how many polys the main hull consists of, you may already have gone through the roof with polycount. 19 000 is just WAY too many considering that 17 500 of them are all in turrets. I'd recommend either chopping down the numbers of polys per turret and/or the total turret count.
Finally, though it's not quite as bad as the previous model, there is still massive geometry shattering present on this one. ;)
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What sort of error are we looking for exactly?
Oh, actually - all 34 turrets appear to be multipart. I don't know if it's changed or not, but not too long ago there was a limit on the total number of rotating subobjects a single ship could have. I *think* it was 10 at that time, so perhaps it's been bumped to 34 or so now.
IIRC I think the max cap for multi-part turrets is 25. But don't take my word for it. It used to be ten, and I know it was pushed up to 25, but I don't know if the limits been raised since.
Also, depending on how many polys the main hull consists of, you may already have gone through the roof with polycount. 19 000 is just WAY too many considering that 17 500 of them are all in turrets. I'd recommend either chopping down the numbers of polys per turret and/or the total turret count.
... :nervous:... I've got that with my Hera. 17320 polys in LOD0. Though that is with a hull = 3886, hull extras = 3080, and a total of 96 turrets (18 multi-part) making up the rest... (10374)
Add in LOD1, and you get 21186 polys total... luckily the latest PCS converts no trouble.
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34 limit? nuts :sigh:
Guess I'll have to be doing some returreting then.
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Ok I'm having some problems here with the turrets
After I convert the model heres the turret list:
turret01
turret02
turret03
turret04
turret34-destroyed
turret06
....
I think I find something, though this is really annoying if it's truly the case.
PCS (and I guess the pof-file itself) uses numeric numbers for the identication of the subobjects. It goes the following :
LOD0 = 00
Turret1 = 01
Turret1-arm = 02
Turret1-destroyed = 03
Turret 2 = 04
and so on.
Now, what happened to Turret 34 is, that it has the subobject number #100 - 102, and as it looks like you are facing an alphanumeric counting line of order in the pof-data, which sorts the things this way :
1
10
11
100
101
and so on. This is acutally the reason that turret34 is now so much up in the list. The question is, is it just the line of order and does this thing work ingame or not ? If not, I'm afraid you will have to really skip a few turrets/subbjects. BTW, the file you did send me was not complete ? I suppose you did that on purpose for not having to upload a big using dialup, right ?
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Eeeck.. that isn't good new thens.
BTW heres the scene file with everything I've gotten so far: http://www.badongo.com/file/1467828 (http://www.badongo.com/file/1467828)
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I still need to neuter some of the turrets yet :drevil:
but glow/shine is now there, makes things look better
(http://img.photobucket.com/albums/v356/Shodan_AI/essex-4-1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/essex-5-1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/essex-6-1.jpg)
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The bussard intakes look great as always..............
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I just wish there was an easier, more accurate way to do the intakes. Right now I'm using several omni lights, does anyone know of a way to have a surface give off light?
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Glow mapping isnt implemented yet?
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Glow maps are baked. Its just setting them up is a pain. The top intakes uses 9 omni light just for itself.
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You know I think there is something more serious going on here....
I cut the turrets down to 33 (including turret-destroyed)
Now this is what I'm getting:
turret01
turret02
turret03
turret04
detail-1c
turret04-arm
....
turret31-arm
My first thoughts where that they weren't attached in order, so I detached the detail levels and then reattached them. Still nothing.
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Looks like I still need to delete turrets. I think I'll just replace the top/bottom lasers with this fake one:
(http://img.photobucket.com/albums/v356/Shodan_AI/sideturret1.jpg)
It won't move, however it's preconfigured whenever side turrets ever come around *hint hint* :D
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She works! Turrets are working now :)
Put her and an Orion in a firefight, Orion managed to bring her down to about 50% before the orion blew. (both have same hp) I wish you could tell cap ships to disarm another ship, the poor orion wouldn't have stood any chance with all the AAA coming at it. It was kinda funny watching the orion occasional throw a green blob at the essex while the essex was throwing a buttload of laser/tachyon fire at it :lol:
The GTVA could have used her during the war, shivan fighters wouldn't have stood a chance :lol:
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Yowsa !
Tis' gorgeous, *looks for link expectantly* :D
Congrats on Scooby SHip #497 :yes:
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*whines* I want it so badly right now. :D
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Ok I'm having another slight problem (also occured with the hunter, maybe even the Formidable).
I have 6 engine subsystems.
$Subsystem: fighterbay01, 35, 0.0
$Subsystem: fighterbay02, 35, 0.0
$Subsystem: bridge, 35, 0.0
$Subsystem: engine01, 35, 0.0
$Subsystem: engine02, 35, 0.0
$Subsystem: engine03, 35, 0.0
$Subsystem: engine04, 35, 0.0
$Subsystem: engine05, 35, 0.0
$Subsystem: engine06, 35, 0.0
They appear as subsystems in the game
and in the pof under special:
Name: $engine01 (2,3,4.....)
Proeprties: $special=subsystem
radius 30
and the pof engines:
6 seperate thrusters each with 1 glowpoint
$engine_subsystem=$engine01 and size 20, normal (0,0,-1)
but the engine glows don't appear. What am I doing wrong?
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Ok just to make sure that it was this model that was having problems with the engines, I put all my capships along with the orion in a nice row. The game ran rather slow... 11fps (not bad considiring how many polys was going on). But the engine glow is missing on all my ships plus the orion. Looks like I messed up a table somewheres.