Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Flipside on October 01, 2006, 12:59:39 am

Title: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Flipside on October 01, 2006, 12:59:39 am
Ok, I'm working on this with a mind to making a new heavy assault TV Hybrid ship, basically I wanted to be able to see the Ulysses, The Myrm and a few Vasudan ships in it.

This is how things are going on the 1024x1024 maps.

(http://www.aqsx85.dsl.pipex.com/TVHyb1a.jpg)

You can see most of the top of the ship from here, the plating effect is done purely with bump/normal mapping.


(http://www.aqsx85.dsl.pipex.com/TVHyb1b.jpg)

From the rear, definite shades of Myrmidon or Serapis showing through.


(http://www.aqsx85.dsl.pipex.com/TVHyb1c.jpg)

From the front, this ship is essentially a heavy assault ship, the Minigun is designed primarily for strafing hulls, I'm going to try and give it about a seconds 'spin up' before it lets all hell loose.

Comments/Ideas/Suggestions?

Edit : Oh, and under 1000 Polys at the moment :)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: asyikarea51 on October 01, 2006, 01:18:15 am
Reminds me of a bot from Descent...  :lol:

Certainly doesn't look conventional, that's for sure...

:D :yes:
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Flipside on October 01, 2006, 01:21:26 am
Heh, oddly enough, it reminded me a bit of a bot from Descent as well, I think it's the miniguns ;)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: asyikarea51 on October 01, 2006, 01:33:19 am
To me, the whole ship resembles a Descent bot... :lol: :lol: :lol:
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: NGTM-1R on October 01, 2006, 01:33:47 am
It's the shape, it screams one of those guided-missile bots from Descent II at me.

I'm not really feeling this big chunk of a front, myself. Made lop off the skids-esque bits on the bottom to change the profile.
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Flipside on October 01, 2006, 02:14:12 am
Odd, I've never played Descent 2 either...

Yeah, the front is a bit of a problem, and the texture isn't finished there yet. I think flattening out the entire model, and giving it a higher width/length ratio might help, but I don't want to deform the textures, and I'll have to be careful about the miniguns, I don't want the barrels to end up oval.
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Mefustae on October 01, 2006, 02:20:00 am
Looks like a fighter about a generation or two before the Myr but within the same lineage. An early concept prototype, perhaps.
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Flipside on October 01, 2006, 02:31:57 am
Hmmm... ok, it looks a little better with the shape change, I'm going to look at building up the back a bit somehow.

I'll change the pictures at the top in a few minutes

Edit : Updated, need to shorten the barrels still though.
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: asyikarea51 on October 01, 2006, 03:15:10 am
One question.

Is the rear sloped down? Sort of... "decreasing thickness" towards the rear of the ship?

 :)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: NGTM-1R on October 01, 2006, 03:32:29 am
Much better.
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Vasudan Admiral on October 01, 2006, 04:44:27 am
Oh wow, - that has to be one of the most brilliantly executed hybrid ships I've yet seen. I love it. :)
(And especially the rivets!)

My only three suggestions would be to:
1) Model in the missile/gun ports the holes represent. The ends of the barrels/missile tips poking out of the recessed black area around them would be perfect.
2) Model in some basic Deimos-like thruster nozzles in the engine recess.
3) Recess the mechanical cut-away areas to make the armour look a bit thicker perhaps?
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Flipside on October 01, 2006, 05:11:44 pm
Thanks :) I'm going to look at the guns and things, I did have a look at the exposed tech to see if I could recess, but it goes across a lot of thin polys, which is just asking for normal/vertice errors if I start playing around with cutting/bevelling. Instead, I'm going to look at raising the plates around it, which should give much the same effect but will be far less 'dangerous' to the geometry.

I'll try to post an update this week :)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: spartan_0214 on October 01, 2006, 05:21:24 pm
awesome... I'd fly that any day....but not with a Vasudan aboard. Is it a two-person craft? It's big enough to be one...
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Flipside on October 01, 2006, 05:33:16 pm
Thank :) I still need to finish off the textures at the front, and probably add some more poly-details.

My original idea was that the Ulysses was a highly succesful hybrid Interceptor, the Myrmidon was a Heavy fighter that was quickly gaining a good reputation at the start of FS2. Basically, logic suggests that the next step would be to work on a hybrid assault ship/light bomber, which is the role this is designed to fill.

I suppose the ship could be a 2-man craft, I don't plan on modelling pilots though, I'm very picky with regards to the poly-count and could use them elsewhere to more effect ;)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Taristin on October 01, 2006, 07:07:01 pm
From the first image, the cocpit area seems a little too blunt for my liking.  Other angles show it off better, and yes, it does resemble all the ships you say... but something, and I can't tell what, seems just a tad off with the cocpit area. Perhaps it'll come to me, or grow on me, or something. >..>;;
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Nuke on October 01, 2006, 07:22:04 pm
gatling gun == da awesome ****! :D

youl want to put it in a different model and use vwep though.
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: spartan_0214 on October 01, 2006, 08:47:31 pm
I suppose the ship could be a 2-man craft, I don't plan on modelling pilots though, I'm very picky with regards to the poly-count and could use them elsewhere to more effect ;)

you don't have to, the viewscreen is big enough
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Flipside on October 02, 2006, 06:56:54 pm
From the first image, the cocpit area seems a little too blunt for my liking.  Other angles show it off better, and yes, it does resemble all the ships you say... but something, and I can't tell what, seems just a tad off with the cocpit area. Perhaps it'll come to me, or grow on me, or something. >..>;;

Yup, the cockpit area is too 'blunt'most Vasudan ships have very rounded cockpits/fronts, whereas this one is more flattened. I'm thinking of greebling the front up a bit more so it doesn't look quite so much like a snifit...
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: spartan_0214 on October 02, 2006, 08:45:32 pm
Yup, the cockpit area is too 'blunt'most Vasudan ships have very rounded cockpits/fronts, whereas this one is more flattened. I'm thinking of greebling the front up a bit more so it doesn't look quite so much like a snifit...

NO!!! DON'T!!!!  :ick: 
:hopping:
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Flipside on October 02, 2006, 08:58:43 pm
:lol: Heh, well, I'm greebling up now, added some thicker panels around the exposed tech sections, and pulled out the main guns so they protrude a little. No matter what I do to the cockpit, it's still going to have that blunt effect, but I'm putting some supports and things merging the cockpit to the panels on the front more, so it has more of a feel of being 'part' of the ship. :)

I'll try to post some picks once I've done the Engines :)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Scooby_Doo on October 02, 2006, 09:20:02 pm
Oh how I could get normal map working like that pic... that looks sooo awesome  :yes:
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Flipside on October 02, 2006, 09:56:47 pm
well, one tip I can give you is those top panels were done using a Black -> White gradient fill in the bumpmap to give them a more 'scaly' appearance :) Also, I draw almost no lines on the main colour map for the panels, it's just blank colour, until the normal maps are working, I'll just use a baked texture, but I'll include the normal maps and possibly a normal-friendly texture at release :)

My only concern is that the normal map is, as with almost all fighters, mirrored, so hopefully that won't cause a problem.
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Scooby_Doo on October 02, 2006, 10:08:46 pm
Well I'm making headway since I last posted it.  It's crude by it's there  :) *jumps up and down with joy*
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Colonol Dekker on October 03, 2006, 05:37:32 am
I like the above pics,  :nod:, It looks just plain HARDER as if it oculd take a load of punishment or VTOL style hover round an enemy garisson on a planet just "%$"%" the crap outta them  :yes: :D
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Flipside on October 03, 2006, 02:31:51 pm
Hehehe, well, these sort of things would be cruiser suppressors, like the Erinyes, but I don't want to give it too much of an advantage, if it has tough Shields and Armour, then I'd need to balance that by making it slow and clumsy to handle, so I'll try to find a 'fair' balance of settings :)

Ok, two more piccies, with high ambient light for visibility.

(http://www.aqsx85.dsl.pipex.com/TVHyb1d.jpg)

Shootey bits bevelled, the cockpit it nearly done, but still some texture work to do and some vertices to jiggle around a bit.

(http://www.aqsx85.dsl.pipex.com/TVHyb1e.jpg)

Movey bits and panelling. I've made the armor look thicker and bevelled in the Engines as far as I dare, I've already slightly warped the UV Map, but it's going to be covered over by an engine glow 95% of the time anyway so meh.

Sitting at 1604 polies atm.
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: spartan_0214 on October 03, 2006, 05:41:35 pm
One question: what makes it hard for a space-fighter to maneuver? They have little maneuvering thrusters, but why not just put on better maneuvering thrusters to make it to faster....

On that note, it would be pretty hard to maneuver a ship in space: constant increase in speed, little maneuvering thrusters that could either go all by themselves or be shot to pieces when you're shot at, plus the need for artificial gravity creators......dang, I'll take an F-14 any day over that....

Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Unknown Target on October 03, 2006, 06:00:58 pm
Well, it also has a lot to do with weight and the fighter's CoG. If the thrusters are close to the fighter's CoG, then their usefullness is actually diminished, I think. Also, if the fighter is heavy, then it takes a lot more power from the thruster to move it.
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Col. Fishguts on October 03, 2006, 06:04:20 pm
Reminds me of the Soomtaw Acolyte. Looks pretty in its own chunky way :yes:
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Thor on October 04, 2006, 02:26:51 am
i really like it, but my first thought on looking at it was more along the lines of an Asault Transport or something similar.  I could just see that thing fighting its way to a larger cap ship, and then docking and unleashing a buch of rowdy, trigger happy marines.  :P

Just my thoughts though.

Whatever it ends up as, its looks ammazing, a tip of the hat to you flipside
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Black Wolf on October 06, 2006, 03:27:10 pm
Make it Blue  :nervous:

Seriously though, looks good :).
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Flipside on October 06, 2006, 04:05:59 pm
Make it Blue  :nervous:

Seriously though, looks good :).

:lol: Don't you worry, Blue ships are next in the works ;)

Just got tinkering around with this and thought 'I haven't actually released anything to the community since the original Tyr, which was about 4 year ago.'
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Flipside on October 07, 2006, 03:34:48 am
Nearly ready for release, just trying to figure out these guns..

I know I need to set them up as weapon models and then define animation, but it's pretty hard to find out exact details on how. I've tried using the Wiki and the Search, and I think I'm close. Could anyone post up quick details of how they got Gatling guns working (Nuke... I'm looking at you ;))? Unfortunately, the VWep page didn't get transferred over with the Wiki :(

(http://www.aqsx85.dsl.pipex.com/TVHyb1f.jpg)

Still some colour tweaking to do, but other than that, it's just the rotating guns to go. The guns are part of the main Hull at the moment, but are easily removable/reconvertable etc.

Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Taristin on October 07, 2006, 11:24:48 am
Part of the main hull? Err... then they definately won't rotate! Flip, of all people, you should know that much! :nervous:
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Flipside on October 07, 2006, 11:56:39 am
Yup, that's why I pointed out that they were easily removable, that model was only converted up for checking the shine/glow maps ;) They were only bundled in with the main hull in the cob file when I converted that particular one ;)

I've figured most of it out now, they're spinning properly, so now I'm just tweaking the last few bits...

(http://www.aqsx85.dsl.pipex.com/TVHyb1g.jpg)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: spartan_0214 on October 07, 2006, 02:00:09 pm
pretty.....
Title: Re: New Terran/Vasudan Hybrid thingy-ish....
Post by: Flipside on October 08, 2006, 07:07:20 pm
Ok, here's the release pack, it's got almost everything working, but still needs some tweaking, they are deadly against unescorted Cruisers and can, in a group, take down a Corvette, however, there seems to be a problem with reloading ballistic primaries. I'll check about that and a couple of other queries in the SCP Forum.

Anyway, enjoy :)

http://www.aqsx85.dsl.pipex.com/Azaes.zip

You should just be able to drop that into your MediaVP folder and use it. Note it uses a file from the Media VP's for the muzzleflash, so it needs the EffectsVP and an unaltered mflash.tbl.

One other problem I had is that it won't appear in the Tech database, I've hardly touched the campaign with this pilot, so it might be caused by that. Works fine in Fred though :)

Edit : Give it 2 mins, updating the file.....

2nd Edit : Ok, in preperation for normals, I've included a -norm dds file with the normals on it. It's of no use now, but might come in handy in the future :D
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Scooby_Doo on October 08, 2006, 07:24:30 pm
Hmmmm I should start adding -bump to my stuff since I can't seem to get normals to work right.  At least with these I'm not dealing with 100MB+ psd files  :)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Flipside on October 08, 2006, 07:40:15 pm
Well, to be honest, I've never seen the normals 'working', just the heightmaps. I'm sort of hoping Goober will use it to help test the normal mapping builds ;)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: NGTM-1R on October 08, 2006, 07:44:39 pm
That link does not seem to work...
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Flipside on October 08, 2006, 07:48:33 pm
Hmmm... could be my usual ISP's trick of not transferring anything other than standard filetypes. I've uploaded a Zip..

http://www.aqsx85.dsl.pipex.com/Azaes.zip
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Black Wolf on October 09, 2006, 12:53:41 pm
Hmmmm... Visually impressive, if a little odd looking (good Terran Vasudan Fusion though). Those chainguns make it nearly useless in a dogfight (spin up delay and the need to conserve ammo) but I suspect they'd be savage when making runs on capships. A cool little anti cruiser or corvette bomber, and certainly something different. (I've been fiddling with it in FRED - will e-mail you the mission when it's done - probably later tonight if my skill at procrastinating away my assignment time stays in good stead).
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Flipside on October 09, 2006, 01:48:11 pm
Glad you like :) Yeah, it is a little 'odd' shaped, if I did it again, I wouldn't make the sides quite so 'square'.

Balancing is a little difficult for the chaingun because of a rearming problem at the moment, 5 of these will severely put the hurt on a Corvette until they run out of Maul ammo, which is about equivalent to 5 Artemis bombers running out of bombs. but until I know what effect re-arming has on the ships performance, it's all guesswork. To be honest, the thing is waay overpowered in the bomb-bay department, but that, to a degree, is where mission design comes in :)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Black Wolf on October 09, 2006, 02:04:55 pm
I'm not getting Overpowered off them. Actually, they're stuggling against a fairly standard Xolotl/Opo pairing. Of course, they probably should be...
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: phreak on October 09, 2006, 05:32:47 pm
Getting these errors when running it through a debug build:

Warning: Model 'Azaes.pof' has 1 dockpoints in model file; models must have 2 dock slots per dock point.
File:C:\projects\fs2_open\code\Model\ModelRead.cpp
Line: 2430
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    model_load()    techroom_select_new_entry()    techroom_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

===============

Warning: Invalid subobj_num or model_num in subsystem 'communications' on ship type 'GTB Azaes'.
Not linking into ship!

(This warning means that a subsystem was present in Azaes-shp.tbm and not present in the model
it should probably be removed from the table or added to the model.)

File:C:\projects\fs2_open\code\ship\Ship.cpp
Line: 5676
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    change_ship_type()    debug_cycle_player_ship()    process_debug_keys()    game_process_keys()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

==========================

Warning: Invalid subobj_num or model_num in subsystem 'navigation' on ship type 'GTB Azaes'.
Not linking into ship!

(This warning means that a subsystem was present in Azaes-shp.tbm and not present in the model
it should probably be removed from the table or added to the model.)

File:C:\projects\fs2_open\code\ship\Ship.cpp
Line: 5676
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    change_ship_type()    debug_cycle_player_ship()    process_debug_keys()    game_process_keys()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

=======================

Warning: Invalid subobj_num or model_num in subsystem 'weapons' on ship type 'GTB Azaes'.
Not linking into ship!

(This warning means that a subsystem was present in Azaes-shp.tbm and not present in the model
it should probably be removed from the table or added to the model.)

File:C:\projects\fs2_open\code\ship\Ship.cpp
Line: 5676
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    change_ship_type()    debug_cycle_player_ship()    process_debug_keys()    game_process_keys()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

==========================

Warning: Invalid subobj_num or model_num in subsystem 'sensors' on ship type 'GTB Azaes'.
Not linking into ship!

(This warning means that a subsystem was present in Azaes-shp.tbm and not present in the model
it should probably be removed from the table or added to the model.)

File:C:\projects\fs2_open\code\ship\Ship.cpp
Line: 5676
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    change_ship_type()    debug_cycle_player_ship()    process_debug_keys()    game_process_keys()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

=============================

Warning: Invalid subobj_num or model_num in subsystem 'engine' on ship type 'GTB Azaes'.
Not linking into ship!

(This warning means that a subsystem was present in Azaes-shp.tbm and not present in the model
it should probably be removed from the table or added to the model.)

File:C:\projects\fs2_open\code\ship\Ship.cpp
Line: 5676
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    change_ship_type()    debug_cycle_player_ship()    process_debug_keys()    game_process_keys()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

==========================

Warning: Ship class GTB Azaes has only 3 points on dock path "Dockpath".  Recommended minimum number of points is 4.  Docking along that path will look strange.  You may wish to edit the model.
File:c:\projects\fs2_open\code\ai\aicode.cpp
Line: 11269
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    ai_execute_behavior()    ai_frame()    ai_process()    ship_process_post()    obj_move_all_post()    obj_move_all()    game_simulation_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

=================================
(This one causes a crash in debug)

Assert: pm1->docking_bays[dockee_index].num_slots == 2
File: c:\projects\fs2_open\code\ai\aicode.cpp
Line: 9749
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    ai_dock()    ai_execute_behavior()    ai_frame()    ai_process()    ship_process_post()    obj_move_all_post()    obj_move_all()    game_simulation_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()
------------------------------------------------------------------

Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Flipside on October 09, 2006, 08:54:39 pm
Heh, most of that comes from me forgetting to put the subsytems in ;)

I can add another point to the Dock path, and I'd forgotten about the 'double' needed for Dockpoints to be honest, I can fix those tomorrow and get it re-uploaded.
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: phreak on October 10, 2006, 01:00:16 pm
k thanks flip.  I'll be waiting :)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Flipside on October 10, 2006, 01:24:17 pm
Ok, made the alterations, I'm going to test it out at this end make sure there nothing else lurking and that those fixes didn't somehow manage to get the Support ship working (I don't see how docking code could be related to re-arming in that way, but anything's possible).

I'll let you know how it goes :)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Flipside on October 10, 2006, 02:23:03 pm
Ok, the fixes are in place, and Ive changed the Muzzleflash to a modular version.

http://www.aqsx85.dsl.pipex.com/Azaes.zip

The fixes didn't make any difference to the reloading btw. :)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: PotzUK on October 11, 2006, 03:05:52 am
Oh now that's just plain pretty  :cool: :yes:
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Col. Fishguts on October 11, 2006, 03:35:25 am
Very nice. Are there any builds that can use the -norm map already ?
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Flipside on October 11, 2006, 09:55:50 am
Alas, not yet, I just included them because it is pretty certain that they will be needed in the future, so it's easier than having to do a normals pack later. ;)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Getter Robo G on October 21, 2006, 08:35:22 am
Hey Flipside.

  Cute little bugger you got.  Got me thinking from the paneling, would you be interested at a go with a puddle jumper rom SG-Atlantis if you had a high poly model to use as a reference?

OR alternately reduce the poly count of that model (as we have permission to use it)...

Would you be interested in such an attempt?
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Flipside on October 21, 2006, 09:33:03 am
I'll have a go at it if you've got a picture/model or something to base it on, I'm usually better at making stuff up than copying other peoples work, but that just means it's all the more useful to get practice ;)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Tyrian on October 22, 2006, 04:00:47 pm
I downloaded this a couple of days ago, and I can't get it to work.  I put it in my MediaVP folder, with the -mod MediaVP command line.  It won't show up in game.  What did I do wrong?
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Flipside on October 22, 2006, 04:08:09 pm
If you're trying to get to it from the tech room, I'm not quite sure, I had the same problem, I put it down to the fact I haven't actually touched the campaign with that Pilot, but really wasn't sure. Can you add them into your own missions using Fred?

Edit : Actually, should have thought of this earlier, since the Autolycus, the other ship I released, doesn't show up and that was pretty much a copy/paste of the Ulysses entry...
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Black Wolf on October 22, 2006, 04:16:26 pm
The tech database is... weird at the best of times. Some things show up, some don't. The only certain way to make things appear is to put the "tech-add-ships" sexp into a mission in a campaign.
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Tyrian on October 22, 2006, 04:50:00 pm
I mean it doesn't show up in the ship selection screen.  I can't fly it.  Any ideas?
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Flipside on October 22, 2006, 05:19:57 pm
If you mean what I think, you'll need to edit the mission to allow you to use them, use the mission loadout editor for that mission in Fred and make a few Azaes available :)
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Tyrian on October 23, 2006, 05:01:32 pm
Thanks, Now f1x0R3d!!!
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: spartan_0214 on October 23, 2006, 05:33:46 pm
actually, I think that the only mention of the Vasudan sleep cycle is in-game. I looked up in the Tech Room, and it didn't say anything about their sleep cycle. I actually think they sleep longer than humans because of their extended time.
Title: Re: New Terran/Vasudan Hybrid thingy-ish....RELEASE
Post by: Colonol Dekker on November 01, 2006, 03:40:02 am
They're just lazy...................Its that simple :p