Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on October 14, 2006, 07:47:58 pm
-
Prelimiary paint job on the main body. Approx 50meters long can carry a heavy torp payload (it was suppose to be an bomber originally)
I'm thinking about putting a fancy turret under the chin aka the apache helicopter style.
(http://img.photobucket.com/albums/v356/Shodan_AI/galaxy4.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/galaxy5.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/galaxy6.jpg)
-
I think Inferno's Wraith and Notus models have some competition! :yes:
-
Very not bad! Although it looks a tad like the Hiigaran bomber from Homeworld2.
-
Well the model was Privateer 1 Remake Galaxy model that was taken apart. Some of the engines removed, move bevelling and a new cockpit section.
-
A seriously oversized Artemis...
Han-Ronald, don't die!!! :lol:
-
Nice texturing (this is the sort of thing I want for my Hera) but I've noticed a spot where you've got some bad warpage...
First image, the plates just in front of the 'gubbins' above the wing.
You might want to redo that area. Since the rest is well textured, that area kinda stands out...
-
hmmmm looks like AVS found a virus from photobucket :nervous:
is this what you wree talking about raptor?
(http://img.photobucket.com/albums/v356/Shodan_AI/galaxy7.jpg)
if so thats no warped, its just two lines that connect to the corner. There shouldn't hopefully be any warping (that is outside the simple little beveled sides, i don't uv map those, too much work for too little gain.)
-
No.
(http://img134.imageshack.us/img134/705/galaxy4or5.jpg)
It might not be a problem, but then it might.
-
Ahhh that... I need to redo that. It's not warped theres a crease line there. I will replace those lines with a line that follows the crease.
-
Scoob This is fricking amazing ! :D
-
Interesting.
Is it just me or is there perhaps some striking similarities with this:
(http://www.i-war2.com/images/advanced_patcom.jpg)
Although in this one, the engines are at the side pods and on Adv.Patcom the engine is at the rear block of the craft... and it is also bigger than this model, I think. Where did you say this model was originally from? Privateer 1?
Why, if I may ask, have you positioned primary weapons approximately ten metres apart from the center line? If you don't apply convergence, they'll be useless against anything smaller than 50 metres long ships - and if you apply convergence, the guns will be optimized at only one range. I would definitely pack some punch onto the centerline also; it would make it much easier to disarm targets when you could actually aim at the enemy turrets and missile launchers.
-
That looks nothing like a PAtcom, ITs pure WC influenced, :p
-
And what prevented I-War from getting influences from Wing Commander? :drevil:
I'm pointing out the obvious similarities in general structure - the main difference is that propulsion system has been switched from rear section to wing pods. :)
-
Bah they're both secksy fighters/craft, We should just relish the beautifullness of them. :D
-
Why, oh why, can't somebody model those I-War ships? They just look so frigging sweet! :)
Thought the Advanced Dreadnought looks like it had way too much stereoids. The original is a beauty!
-
Alrighty....
I do agree with the gun mount convergance... How about having the 4 inner mounts be faster antifighter (like tachyon aka kasyer) and the four outer mounts heavy slow guns for anti-hull like regular plasma (not sure what the fs2 equavalent is)
(http://img.photobucket.com/albums/v356/Shodan_AI/galaxy8.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/galaxy9.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/galaxy10.jpg)
I see I need to do some painting right by the outer gun mounts.
Heheh all I can say is it'll chew through fs2 cruisers like a hot knife through butter. An anti-Sathana bomber? :drevil:
-
Looking good :yes:
One thing to consider: When flying a turreted ship, if you target a hostile ship, all your turrets target that ship exculsively. Even if the hostile is not in their FOV, they will only fire at that target. If friendly or nothing targeted, then they revert to default mode.
This can be very good (like for the Apache type cannon under the nose you've added, I can see that ripping fighters apart with ease) but not so good when you're doing a bombing run and you've got fighters on your tail...
-
Ya I've already noticed that. Maybe hopefully someday they'll get a new turret system that actually works right :)
-
Ya I've already noticed that. Maybe hopefully someday they'll get a new turret system that actually works right :)
Yea... and on that day Satan will be (ice) skating to work, or so it would seem given the SCP's progress on the turret code (or lack thereof... :rolleyes: )
-
@ Raptor: That was a bit unfair punch there... :doubt:
-
Well, the hell already froze solid in last May so it's not as far-fetched an idea as you might think... ;7
-
@ Raptor: That was a bit unfair punch there... :doubt:
Well, I've been asking about turret improvements for at least three years now. And what has been done? Almost nothing.
Don't get me wrong, I do appreciate all the hard work that the coders are putting into the SCP, it's just that the one area that I want to see improved appears to have almost never been touched. About the only thing I can think of that counts as an improvement is the bumping of the maximum number of multi-part turrets (from 10 to 25 IIRC. Might be more in later builds)
-
As I understand it, [v]'s turret code is one of the worst areas of the whole FS2 codebase. I seem to recall someone saying it's amazing it works at all, and I'm pretty sure multiple coders have tried to clean it up, but it keeps breaking on them.
If it's going to be done, I think the whole lot of it will have to be redone, yet its behaviour would need to be kept very close or identical to the existing one. Add to this the fact that there really wouldn't be great things to gain from it (unlike with things such as the HTL engine, scripting and multiple dockpoints and the rest) - side multiparts, turret recoil (which you can now do via scripting anyway) and maybe better bomber turret handling are probably the most significant things.
Considering that, I can easily see why taking on that massive amount of work for so little gain isn't a popular idea among coders when they have much more helpful projects already underway.
-
Ok to get offtopic... :D
Should I add rivet dots? Would subpanels be too noisy?
-
Really small update... i bet you can't even tell the difference ;)
(http://img.photobucket.com/albums/v356/Shodan_AI/galaxy11.jpg)
-
@ Scooby: Nope. Can't see any differance.
@VA: I can understand that. It's just as I said the turrets are the one thing that irritate me.
What I would like to see would include:
>Side multiparts
>No firing through hull or other turrets (this REALLY annoys me. I know they did fix this once before, but then changed it back due to 'balance issues' Why not a command flag/line thingy then?)
>All turrets fire (Picture this: Two ships are broadside to each other. One has 20+ turrets that can fire on the other. Surely it is more realistic that all of them would fire and not 3 or 4 of them, chosen randomly?)
>Better bomber turrets
>More firepoints (that 'twin turret entry in modelview' hack doesn't work for me)
>Smart MP turret firing (Basically waiting until the barrels are pointing at the target BEFORE firing. I actually suggested a method of donig this...)
Scripted turret recoil? How do you do that? Is that a mission-by-mission SEXP based thing? (I ask thinking about the Hera. If I'm going ot be adding a SEXP in for the anti-bomb turrets anyway...)
Speaking of the Hera, I've discovered I need to redo all the deck lights... wrong spacing between them... :hopping:
-
Looks too angular for a Freespace ship. Hate the name. Galaxy is so... so Trek. :ick:
-
Add to that list... more than 30 multipart turrets. As for the newer touch-up work... check the panels on the main hull Raptor :) It's a sutle change that brings in a little bit more real life wear and tear. I tried subpanels, but they don't seem to work very well.
Looks too angular for a Freespace ship. Hate the name. Galaxy is so... so Trek. :ick:
Well the original model was a Galaxy class from Privateer 1. I'm open for suggestions.
-
GTB Aphrodite.
-
Seriously just pick something cool sounding from here. Nyx sounds good to me.
http://en.wikipedia.org/wiki/Greek_gods
-
Scoobs stuff is a theme in itself, Its more WC influenced than anything else, Which is why i'm a big fan of his work. :yes:
-
Thanks Dekker :)
I haven't doved into freespace stuff yet, although I don't think my thought ideas fit into it very well...
Also I did try the rivets on a few panels.... You have to be partically plastered against the ship to see them, so their not worth the effort. If I mad the rivets big enough to see then they would be bigger than my hand.
-
To be honest, a lot of detail on the HTL ships will hardly be noticed, though rivets and things like that will be more noticeable with normal mapping etc, where the light will actually interact with them :)
-
(http://img.photobucket.com/albums/v356/Shodan_AI/galaxy-1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/galaxy-2.jpg)
no glow/shine yet