Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on November 30, 2006, 04:13:43 am
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First round of texturing is done, just need to add some detail work (cap ships are so much easier to texture than fighters)
(http://img.photobucket.com/albums/v356/Shodan_AI/liberty3.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/liberty4.jpg)
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please tell me that secondary glow in the second pic is in the glowmap. (and thus is in game)
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None of the lights are baked yet. I was just rendering it for a friend and for me to get some ideas of what i still need to texture detail. But yes nearly all (except for a couple of the scene lights) will be included. Only thing is the inner most bay (with the grey crosshatch wall) and the landing strip will be fully light, which they are partically now anyways. The orange crosshatch will be glowed as in the pic, same with the lights eminating from the bay.
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Pocket Carrier??? Don't you mean picket carrier? If not, sorry. The 'I' key is next to the 'O' key so I had to ask.
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I really like that ship, but honestly, you should consider to change the base texture. It's incredible low-res and destroys the overall look of the ship. I hardly recommend something with more hullplating detail for this nice model.
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:yes: My friend, that is a very nice model you have there. Keep up the good work, always liked those sorts of hangar styles and ship designs :)
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Pocket Carrier??? Don't you mean picket carrier? If not, sorry. The 'I' key is next to the 'O' key so I had to ask.
I'm pretty sure he meant pocket and not picket. You've never heard the term "pocket carrier" before?
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No, I just had a feeling that there was a typo. After all, that 'O' key is right next to the 'I' key. Stuff like that happens quite ofren.
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Sorry, Scoob, but I think I'll have to pass on this beasty (beasty in a good way, of course)
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Doesn't picket mean the same thing as pocket, as in light, small and easily portable? Need a ship here pull one out of your "pocket" and plop it down where needed.
She's only about 500 meters, about the same size as the ranger class. Ideal for convey escorts. Armed with only 6 top laser turrets, 4 bototm laser turrets and 2 side turrets, just enough for self defense against fighters. Often accompained with Hunter frigates.
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What's the purpose (besides the obvious: moving fighters.)? It seems a wee small and useless no offense Scoob
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Patrolling, small-scale incursions or recon, long-term exploration... anything that would require a reasonable degree of flexibility and self-sufficiency without putting forward the huge amount of resources required for a full carrier.
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Pretty much Mad Bomber. Very useful for escorting transport conveys to and from the main fleet without having to expend craft from the main carriers. If you get stuck assigned to one of these things..... the only action you'll most likely see if the occasional raider and/or pirate, and possibly some behind your lines attempt to sneak attack by the enemy.
While they might seem to be weak tin-cans... don't forget they carry fighters and light bombers, that'll put a hurt on any trouble makers :D
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What is their fighter/bomber capacity?
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Well the ranger had 40 fighters and is 720 meters... this is 500 meters so I'm guessing 20 fighters maybe?
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Not bad. You don't need huge for patrols. Just a small craft with decent fighter capability and medium beams....
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Nice model. Nice backdrop too! :)
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Thanks flipside...
no beams spartan, just a dozen or so rapid fire lasers for self defense.
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What about missiles and flak?
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yea, if you're going for anti-fighter, you'd want flak. If you're going for anti-capship, you want beams, even small ones.
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Starlancer.
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Well it's WC style laser turrets so theres no real comparision to freespace style turrets. Closest thing I can think of is equiping it with regular pomethises (or similar) fighter weapons. I.E. high-velocity, rapid fire :)
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Well it's WC style laser turrets so theres no real comparision to freespace style turrets. Closest thing I can think of is equiping it with regular pomethises (or similar) fighter weapons. I.E. high-velocity, rapid fire :)
Morning star; maxims?
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I realy like the small carrier...very well done.
Stil I don't want to have my quarters next to the intakes...the bright light woulnd't let me sleep ^_^
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What I don't understand is why they have the bridge open as such an easy target (this is on any ship). If you take out the bridge crew, the ship is near useless...
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CnC isn't located on the bridge, like modern carriers it's located deep within the ship.
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good
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Got a Christmas present for you :)
LOL I think theres room on the flight deck for a couple trees, could string some lights around the tower, have a christmas scene on the flat section besides the tower, oh and string some garland across the entire length, maybe stick an angel on top of the tower :lol:
(http://img.photobucket.com/albums/v356/Shodan_AI/liberty-1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/liberty-2.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/liberty-3.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/liberty-4.jpg)
all I need to do is figure out the green landing lights timing sequence, each yellow stripe has two green glows.
one blinks then the next one quickly blinks followed by a pause then the next stripe goes on.
sorta like this: G..G.......G..G.......G..G.......G..G.......G..G.......
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Ask Starman...he managed to do the lights for the runways on the ranger class.
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Yes, and it was a real pain in the ass figuring it out, not to mention to edit about +100 glowpoints :)
I did it this way :
- The left and the right light blinks at the same time, they are both set in one "group"
- edit the display stuff like shown in this picture :
(http://www.wcsaga.com/~team/Starman/pics/glows01.jpg)
The value "display time" is the time between the groups, each group has a +100 value (group 1 has display time of 100, group 2 has display time of 200 and so on). The rest of the values doesn't change at all.
Have fun editing ;7
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Who said there's a visible bridge anywhere on that model? Just because there happens to be a tower with some windows on it doesn't meant it's a bridge...
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Lets hope that the enemy also think that the tower is where the bridge is and you got a nice decoy your enemy can wast his torpedos on ^_^
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Yes, and it was a real pain in the ass figuring it out, not to mention to edit about +100 glowpoints :)
I did it this way :
- The left and the right light blinks at the same time, they are both set in one "group"
- edit the display stuff like shown in this picture :
The value "display time" is the time between the groups, each group has a +100 value (group 1 has display time of 100, group 2 has display time of 200 and so on). The rest of the values doesn't change at all.
Have fun editing ;7
Excel Spreadsheets! For the Win! Took about a minute or two to figure out the math and boom, calculated everything in seconds.
Using macro recorders and excel spreadsheet I can throw together a light stripe very very quickly. A hundred glow points shouldn't be much of a problem, it'll take some time, depending on the computers speed. :)
Spreadsheet info:
column E = delay between first blink and second blink
column F = delay between seceond blink and first blink
column G = first blink on time
column H = second blink on time
column A = first blink (A1 = 0) otherwise (=Bx + Fx + Hx)
column B = second blink (=Ax + Ex + Gx)
if you have more blinking mini-sections, adjust the spreadsheet
row 1 is first blink and second blink
row 2 is 3rd & 4th blink
row 3 is 5th & 6th.....
etc
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But you still have to manually edit them into the pof using PCS, or not ? Don't tell me there is a better way (except Hex-editor I can't handle), or I will jump out of the cellar window :)
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Well you might want to open the cellar window :D
Heres the whole deal:
In Max:
- Create the model and stuff
- Create a sphere, small size, poly count doesn't matter (although smaller is faster)
- Name that sphere Glow01-01 (don't use EngGlow01-01, it truncates it and makes life harder)
- Place the sphere's center where you want the first glow
- Duplicate that glow pont where you want the rest, use array to make multiple copies (ideal for flight bays)
- Have all the the glow spheres in one group
- Convert to 3ds, then to cob
In Truespace & macro recorder:
- Open the model, setup the model lods, turrets and glow group spheres
- Copy the glow sphere group (for backup) and rename to ZLights (something beginning with Z)
- I've setup truespace to look like this: (the actual positioning isn't important, just it has to look exactly like this everytime)
- PICTURE
- Pull one of the glowpoint spheres out of the group (detach)
- Create a lightpoint
- Run prerecorded macro (probably one keypress). It does the following:
- Select the glowpoint spheres X value
- Switch to the light, paste the X
- Repeat for Y & Z
- Knock the light level down to 0
- Rename the light to "EngGlow0"
- Manually add the "1-01" or whatever
- Move the light into the hull
- Delete the light sphere
- Extract the next light sphere and repeat
- Once done, save to COB
in PCS and recorder:
- Convert to POF
- Save as a temp pof file, you'll have a ton of engine glows
- Open a second PCS, load that temp pof file
- Move the windows into position, preferably one on the top half and the other on the bottom half of the screen
- In the first PCS, manually create the glow group, setup the glow texture and timings
- Select the correct engGlow in the second pcs, first engine glowpoint
- Run the second macro, it does the following:
- Creates a new glowpoint in the glow group on the first pcs
- Select the new glowpoint in the glow group on the first pcs
- Copy the X, Y, Z values from the second pcs engine glow, and paste them to the glowpoint on the first pcs glow point
- In the second PCS, select the new engine glow point, (if none, then it will be reselecting the last one)
- Keep repeating the macro for each additional glowpoint in that glow group
- If more glow groups, then repeat as needed
The main thing to remember, truespace and pcs must be in exactly the same positions, because the macro recorder records the location of mouse presses. Also some recorders allow you to repeat the process more than once (repeat X number of times automatically), good for glowpoints in a glowgroup. (you have 10 glowpoints, run macro 10 times)
You'll still have to do things manually, but manually automatically :)