Hard Light Productions Forums

FreeSpace Releases => Asset Releases => Topic started by: Tempest on November 10, 2006, 09:36:26 am

Title: HI-POLY Pyro GX
Post by: Tempest on November 10, 2006, 09:36:26 am
This is the NEW version of the high-poly Pyro GX. For anyone interested, it has a proper table, proper texturing, and a shield ani! Also VpIfied.

http://www.fs2downloads.com/uploads/pyro_gx.vp

THIS IS THE PYRO YOU'VE BEEN WAITING FOR!!!

SCREENIES

http://www.fs2downloads.com/uploads/GXCOCKPIT.TGA
http://www.fs2downloads.com/uploads/GXINGAME.tga
http://www.fs2downloads.com/uploads/GXLOADOUT.TGA
http://www.fs2downloads.com/uploads/GXTECHROOM.tga
Hehe...not the pyro, wonder what it is?
http://www.fs2downloads.com/uploads/BONUS.tga

It can slide too!
Title: Re: HI-POLY Pyro GX
Post by: Kieve on November 10, 2006, 02:58:59 pm
Screenshot, for us newbies who aren't familiar with the Pyro design? :) Please?
Title: Re: HI-POLY Pyro GX
Post by: Snail on November 10, 2006, 03:07:42 pm
Just to be helpful. :)

[attachment deleted by admin]
Title: Re: HI-POLY Pyro GX
Post by: Nuke on November 10, 2006, 08:22:08 pm
btw, did you ever get a working set of the descent 3 models? i think theyre floating around the net somewhere.
Title: Re: HI-POLY Pyro GX
Post by: spartan_0214 on November 10, 2006, 08:47:13 pm
ultimate n00b question that I can't find on Kara's FAQ:

I made the vp file, now how do I use it???
Title: Re: HI-POLY Pyro GX
Post by: Tempest on November 10, 2006, 08:50:52 pm
Ohh...hmm...I've got a good 30 Descent 3 models. Only about 6 are working though. I also made the CED Expediator, but it has yet to be mapped. MMM...black shark...I spent about an hour today fine tuning it alone, and it is B-E-A-utiful!

Put the .vp in your root directory...or in a mod folder. You don't need to make a .vp though, just extract the files into a mod folder. I'll make a .vp when the mod is done. It will be fat though since I'm replacing virtually EVERY sound, model, bitmap, etc. I think it even qualifies for a total conversion.
Title: Re: HI-POLY Pyro GX
Post by: spartan_0214 on November 10, 2006, 08:51:52 pm
thanks, doing so now, I'll see if it'll work...

edit: I still can't seem to get it to work with FRED.... what me doing wrong?
Title: Re: HI-POLY Pyro GX
Post by: Taristin on November 10, 2006, 10:02:28 pm
It uses 17 map files.


It will not work.
Title: Re: HI-POLY Pyro GX
Post by: Tempest on November 10, 2006, 10:50:57 pm
What do you mean it "won't work"? I've played with it...it works fine. I run a debug build EVERY time and it never gives me any trouble.

Hmm, spartan, are you placing your modified ships.tbl in your root tables directory? Otherwise FRED won't see it...took me a while to learn that one! FRED doesn't see modfolders. If that isn't your problem, is it showing up at all? How about in the tech database ingame?

I'm having an issue with turrets, however. Every time I attach turrets to my model i get null_vec3d warnings. The ship *works* ingame fine as far as I can tell, but it gives me those warnings that sound bad every time the model is loaded into memory. Any help on this?
Title: Re: HI-POLY Pyro GX
Post by: Taristin on November 10, 2006, 11:25:23 pm
Is the ship all one object? There is no way that that should work fine. The HTL engine works best with one texture per object. 17 is horribly too many, and by all accounts shouldnt work....
Title: Re: HI-POLY Pyro GX
Post by: Dark Hunter on November 10, 2006, 11:44:46 pm
Hmm, spartan, are you placing your modified ships.tbl in your root tables directory? Otherwise FRED won't see it...took me a while to learn that one! FRED doesn't see modfolders. If that isn't your problem, is it showing up at all? How about in the tech database ingame?

FRED does too see modfolders. You just need to point it in the right direction.

Step 1: Make modfolder (example: "Aura")
Step 2: Create a shortcut to FRED2Open.
Step 3: Right-click on shortcut, select "Properties", and in the target box, place "-mod Aura" at the end. FRED will then look in the folder called "Aura" to find its information.
Step 4: If you're using FRED for multiple mods, maybe wise to make mulitple shortcuts and rename them, depending on what mod they load. Example: FRED2 Derelict, FRED2 Inferno, FRED2ITDOH, etc etc.
Title: Re: HI-POLY Pyro GX
Post by: Tempest on November 11, 2006, 12:06:18 am
Tarstin, the Pyro only uses 4. The others were from the origional model that was converted from .oof to .pof. A VERY tedius operation. I would like someone to unwrap it and give it a proper texturing but I'll have to make do with what I have.
Title: Re: HI-POLY Pyro GX
Post by: Bobboau on November 11, 2006, 01:50:06 am
I think the code was modified a few months back to allow it to grudgingly permit the loading of models with far too many textures.

tempest, you _really_ need to read this (http://www.hard-light.net/forums/index.php/topic,37158.0.html), it's basically the design doc for making models for FSO.
Title: Re: HI-POLY Pyro GX
Post by: Nuke on November 11, 2006, 04:34:58 am
if youre converting a model with alot of textures, its a good idea to learn how to bake textures. your use of space wont be as effietient as if you uv map it yourself, but its still better to have one 1024^2 than 20 64^2 textures. anyone know how to set up a bake in max without so much wasted uv space? i can get it to work, just not satisfied with the results.
Title: Re: HI-POLY Pyro GX
Post by: Kieve on November 11, 2006, 10:26:09 am
Thanks for the screenie. ^.^ Looks cool, if rather small.



On the subject of textures and mapping, can anyone tell me what Max material type / map selections I should be using for a standard fighter? I know there's the diffuse map, the glo-map, and the shine-map (for the body) and after examining the HTL ships it seems there's a separate section for glass / glass-shine and cockpit / cockpit-glo

So a standard fighter would have...

*material 1
-Fighter_base
-Fighter_glow
-Fighter_shine

*material 2
--Glass
--Glass_shine

*material 3
---Cockpit
---Cockpit_Glow

Just curious what should be what - ought I to be using Metal, Blinn, Phong, Strauss, or something else? And what extra mapping slots do the glow and shine maps fill? (Self-illumination, reflection, what?)
Title: Re: HI-POLY Pyro GX
Post by: Cobra on November 16, 2006, 10:29:33 pm
Is the ship all one object? There is no way that that should work fine. The HTL engine works best with one texture per object. 17 is horribly too many, and by all accounts shouldnt work....

Actually, if he's using RC7 or something he got away with it. RC7 and dot9 don't seem to care how many textures a model has, or how screwed up the model itself is, which explains why i've been able to get the Star Trek ships working without too many incidents...
Title: Re: HI-POLY Pyro GX
Post by: Commander Zane on January 11, 2007, 05:06:34 pm
What do I do with the blank data file thing?
Title: Re: HI-POLY Pyro GX
Post by: Tempest on January 13, 2007, 03:58:13 pm
Look up top for a revised version!
Title: Re: HI-POLY Pyro GX
Post by: Getter Robo G on January 13, 2007, 06:26:59 pm
If you have mappage of two sides on a model that uses the flipped version of the same texture, simply delete that half of the model and then copy your existing half and MIRROR it! that will get rid of some duplicate maps that use separate entries. Granted text or numbers get screwed but this is just for normal textures...

Try that when you got like 109 textures and need to get down to 16 :P ...
Title: Re: HI-POLY Pyro GX
Post by: Tempest on January 13, 2007, 06:33:44 pm
Huh? It only uses 10 textures. You must remember to disregard many of the above comments because that was about the old version. This one works fine ingame.
Title: Re: HI-POLY Pyro GX
Post by: Dark Hunter on January 13, 2007, 07:21:26 pm
I can vouch for that. I've tried it out, and it has worked like a charm. Loads of fun to fly the familiar old Pyro in Freespace!  :)

One thing I have noticed is that it (the model) does not seem to show up in FRED. Although I do believe I misplaced one of the files. So maybe that had something to do with it...
Title: Re: HI-POLY Pyro GX
Post by: Tempest on January 13, 2007, 07:38:56 pm
The ship won't show up in FRED unless it's being loaded in the first place. FRED has to be looking in wherever you put the file first off. So, in your command lines for FRED, you'll need "-mod mediavps" if you, for example, put it in your mediavps.

Otherwise, if you got it to appear in the shiplist but it physically is invisible in FRED, you have an issue that I had for a while. You'll need to add the -jpgtga flag to FRED (yes, the same one for the game itself). The textures are all in .tga. FRED won't read them by default. Remember to slide!
Title: Re: HI-POLY Pyro GX
Post by: Dark Hunter on January 13, 2007, 07:49:44 pm
Ah. Ok, then. Thanks.

I put it in FS2/Data for the moment, just to test my table for it and until I found a more permanent place for it.
Title: Re: HI-POLY Pyro GX
Post by: Commander Zane on January 13, 2007, 09:19:27 pm
Yay! The sexah Pyro from the ultimate game series returns!
%@$& the Pyro GL! It's all about the GX! ;7
Title: Re: HI-POLY Pyro GX
Post by: shiv on March 05, 2007, 10:08:46 am
Download link is broken. Where can I find pyro?
Title: Re: HI-POLY Pyro GX
Post by: Dark Hunter on March 05, 2007, 02:37:35 pm
Here... I've attached it in a RAR file. It includes a .tbm file I wrote. If anyone wants to fine-tune it, go right ahead. It's the first complete entry I've written, so it may be a little off-balance...

[attachment deleted by admin]
Title: Re: HI-POLY Pyro GX
Post by: shiv on March 06, 2007, 08:08:03 am
Thansk for all.
Title: Re: HI-POLY Pyro GX
Post by: Topgun on March 21, 2007, 11:38:58 am
it is beautiful but horribly inefficient. I am trying to optimise it right now.
Title: Re: HI-POLY Pyro GX
Post by: jr2 on March 21, 2007, 11:59:46 am
Great... let me know when your done; me wants...
Oh, yeah, and thx both of ya  :D
Title: Re: HI-POLY Pyro GX
Post by: Topgun on March 22, 2007, 01:20:04 pm
I fineshed optimising :D. the file does not have the textures so you will have to download the original as well.

EDIT: I am going to unwarp this thing too, but I am not done yet.

[attachment deleted by admin]
Title: Re: HI-POLY Pyro GX
Post by: Apollo on September 01, 2012, 07:16:03 pm
The link's broken. :(
Title: Re: HI-POLY Pyro GX
Post by: Dragon on September 01, 2012, 07:45:54 pm
Way to necro a thread. Of course it's broken, it's from 2007. I don't even know how you found it.
Point still stands though. Anybody still has the file?
Title: Re: HI-POLY Pyro GX
Post by: Dark Hunter on September 01, 2012, 07:56:25 pm
I probably have the file sitting around on my main computer. Come Monday I'll be able to upload it.

In fact, I'll put it up on FSMods just so it's there.
Title: Re: HI-POLY Pyro GX
Post by: Cobra on September 01, 2012, 08:04:37 pm
I think it's on FSMods already.
Title: Re: HI-POLY Pyro GX
Post by: Dark Hunter on September 01, 2012, 08:09:33 pm
Nah, I looked and it's not there. Unless it's in that Descent 3 shippack, but I think that's the Pyro-GL, not the GX.

Also, I forgot I had my back-up HD with me. And what do you know, the Pyro's sitting right there!

So I went ahead and uploaded it to FSmods. It won't actually be up for download until an admin reviews the file, but give it a bit of time.

Anyway, since I'm not on my FS-playing computer, I have NO way of knowing if this is totally compatible with modern FS_Open releases. Just FYI.
Title: Re: HI-POLY Pyro GX
Post by: SypheDMar on September 02, 2012, 12:23:51 pm
Look harder: http://www.freespacemods.net/download.php?view.847

It's bigchunk1's conversion of the MetalBeast's PyroGX.
Title: Re: HI-POLY Pyro GX
Post by: Dark Hunter on September 02, 2012, 06:25:00 pm
I stand corrected, then. Is that a newer version?
Title: Re: HI-POLY Pyro GX
Post by: SypheDMar on September 03, 2012, 10:36:44 am
Yeah it is.