Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on December 30, 2006, 04:15:01 pm

Title: Archangel Modification release
Post by: TrashMan on December 30, 2006, 04:15:01 pm
(http://img293.imageshack.us/img293/8889/archymk21oj3.th.jpg) (http://img293.imageshack.us/my.php?image=archymk21oj3.jpg)

(http://img177.imageshack.us/img177/9823/archymk22ib7.th.jpg) (http://img177.imageshack.us/my.php?image=archymk22ib7.jpg)

This is a new version of the Archangel heavy batleship (up for grabs on Hades Combine).
http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=251

Initally it was supposed to be used in Ferrium, but since the project died, I decided not to let this version die with it, since I liked it so much.

The Archangel Mk2 has a different texture set, has 2 more engines, different (and more) weapons, a destructable communication subsystem (mesh), and glows.
I put the ships as a modular table, as well as the weapons, but since I'm not sure if I did the weapon tbm correctly, I put a normal table entry too.

YOU WILL NEED MY WEAPONS PACK FOR SOME WEAPONS EFFECTS (and missile meshes)!

Re-name shiphull.dds to shiphull2.dds after extracting!

http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=188

EDIT: File updated with fixes!
- removed two minor textures from the ship (you won't notice it, they were applied to only a few faces by mistake)
- added a bit more glows
- added a nameplate
- fixed all the table errors (some missile launchers and beam cannons not functioning)


Title: Re: Archangel Modification release
Post by: Cobra on December 30, 2006, 07:20:06 pm
Wow, that's big. :eek2:

*Downloads*
Title: Re: Archangel Modification release
Post by: Snail on December 31, 2006, 01:58:38 am
First pic. Can it beat a Sath?
Title: Re: Archangel Modification release
Post by: TrashMan on December 31, 2006, 05:11:50 am
Yes. But it depends on distance and positioning.

No matter from which side and distance the Sath attacks, it will be destroyed - but the Archangels fate varries.
In general, if the Sath is far away the Archangel will pawn it with little damage.

If the Sath is close however, depends on positioning - the Archangel is most effective with it's broadsides. It has more heavy ion cannon turrets on it's topside, but the meson missile launcher is on it's bottom, so it depends..

Turret count:
 - 8 heavy ion cannon turrets (x2)
 - 56 light turrets (flak, AAF, terran turrets)
 - 4 heavy beam cannons
 - 6 ant-fighter missile turrets
 - 4 long-range aanti-cap missile launchers
 - 1 meson missile launcher

Title: Re: Archangel Modification release
Post by: Snail on December 31, 2006, 05:36:36 am
Whoa. Nice. I'll get it when I've got FSO... :doubt:
Title: Re: Archangel Modification release
Post by: TrashMan on December 31, 2006, 08:49:42 am
I updated the download file. In my zeal to release it I made some errors...
In the ships.tbl I put in a unexisting beam weapon for the two rear beam cannon turrets, and I used the wrong names for the 4 front missile luanchers, so they didn't fire in game.
I also made some stupid mistake with the gattling turrets, as they also didn't fire.

All that is fixed now, nameplates and more glows are added, and number of textures is optimized (2 less) :D
Title: Re: Archangel Modification release
Post by: Snail on December 31, 2006, 08:55:32 am
So the Archangel can beat any other ship in the game (not including mods, of course)?
Title: Re: Archangel Modification release
Post by: DrewToby on December 31, 2006, 01:38:16 pm
Right then. I just deleted my post, then realized I hadn't fixed the problem, even though I thought I had. So...here we go. Again.

I threw the Archy and the required weapons files into their required data/models, data/tables, and data/maps folders (separate mod folders, though), using the Autolycus VP as the guideline for what goes where. Then, I slapped the Archy into a clean FRED mission, put myself next to it in an Autolycus (fastest ship I have), and saved it. Popped over to Freespace, loaded up the mission, and got this:

Quote
Error: Can't open model file <none>
File:C:\temp\fs2_open_3_6_9.rc7dot8\code\Model\ModelRead.cpp
Line: 1870
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Cue slight profanity and grumbling. >_>;

Here's my FSO command line, if that helps. =/

-mod mymods,Archangel,weapons,mediavps

The mymods folder contains the Autolycus, the Archangel folder ...contains the Archy, the weapons has the ...well, the weapons, and the mediavps has only the base media vps.

Help? X_x;
Title: Re: Archangel Modification release
Post by: TrashMan on December 31, 2006, 04:57:44 pm
Woah...strange..

Did you get my weapons pack from hades-Combine too?
The Fury Mk IV and Supernova missile meshes are in it, as well as some weapon effects - that might cause trouble.

Aside from that, the Archangel mesh should work fine - I tested it several times.

the only other thing I can think of that might cause trouble is if I messed up something in the modular weapons table - never made one before.
You can try to equip the Archangel with "normal" weapons in ships.the table, or directly copy/paste the weapons in the weapons.tbl.
If newither of that works, then I really have no idea... 
Title: Re: Archangel Modification release
Post by: Getter Robo G on December 31, 2006, 06:50:16 pm
Love it!

Would you be offended if sometime in the future I threw some WWII style/influenced turrets on it?
Title: Re: Archangel Modification release
Post by: TrashMan on December 31, 2006, 07:15:18 pm
Lol..you mean 3 barreled, US battleship style turrets?

I was contemplating on putting those on myself, but decided that double barreled is enough. I can whip up a verion with such turrets if you really want it though...
Title: Re: Archangel Modification release
Post by: Getter Robo G on January 01, 2007, 12:50:09 am
Why are you laughing at me!!!!!  :lol:

You got a completely awesome ship and honestly if you were on an enemy ship wouldn't you be like ("OMG their aiming the boxes of DOOM(tm) at us!") But yeah 2 barreled are fine.

And yeah I'm only talking about the main guns, much like what I tried to do for Yamato but screwed up...
(I iz Noob)...

http://i22.photobucket.com/albums/b321/Star-Dragon/newgunsforyamato.jpg
See I totally screwed up the axis on these!!!
Title: Re: Archangel Modification release
Post by: DrewToby on January 01, 2007, 01:00:17 am
Okay, taking out -mod Archangel from the command line, but leaving in the weapons, allowed me to screw around with the Ion Cannons and Supernova and such.

BTW: Never fire a Duel Supernova at an Orion that's about 500 meters away, like you would, say, a Helios. You. Will. Pwn. Yourself. Same goes with Heavy Ions. Man, those guns are freakin' POWERFUL.

But yeah, apparently, it's the Archy itself. I dunno why. Now that I think about it, in FRED, lots of the parts of the model are see-through. I dismissed it as nothing, but apparently, it's something.

Uh...could someone tell me, step-by-step, how they installed their own Archy and made it work, so I could follow that and see what I did wrong? X_x; *feels stupid*
Title: Re: Archangel Modification release
Post by: TrashMan on January 01, 2007, 08:20:57 am
Why are you laughing at me!!!!!  :lol:

You got a completely awesome ship and honestly if you were on an enemy ship wouldn't you be like ("OMG their aiming the boxes of DOOM(tm) at us!") But yeah 2 barreled are fine.

And yeah I'm only talking about the main guns, much like what I tried to do for Yamato but screwed up...
(I iz Noob)...

The turret barrels have 308 polys and are 8-sided cylinders. They looked OK to me, and I tried to keep the polycount (and texture count) of the complete ship to around 10000 polys.
(http://img316.imageshack.us/img316/7459/archycannonsmb6.th.jpg) (http://img316.imageshack.us/my.php?image=archycannonsmb6.jpg)
The ones in the bottom left corner are the earlier verion of the barrels.

I can easily make different turrets if you really want it (tripple barreled or double barreled?)


Quote
By DrewToby

Okay, taking out -mod Archangel from the command line, but leaving in the weapons, allowed me to screw around with the Ion Cannons and Supernova and such.

BTW: Never fire a Duel Supernova at an Orion that's about 500 meters away, like you would, say, a Helios. You. Will. Pwn. Yourself. Same goes with Heavy Ions. Man, those guns are freakin' POWERFUL.

But yeah, apparently, it's the Archy itself. I dunno why. Now that I think about it, in FRED, lots of the parts of the model are see-through. I dismissed it as nothing, but apparently, it's something.

Uh...could someone tell me, step-by-step, how they installed their own Archy and made it work, so I could follow that and see what I did wrong? X_x; *feels stupid*

The Supernova is a doomsday weapon...what did you expect from a meson missile that twice the size of your fighter? That's one of the resons why it has such a long range.

The Heavy Ions are meant to pack a punch (10000 poer blob if I recall correcly..initially it was 25000, but I toned it down :D ). Sure, they miss sometimes, especially smaller and faster targets, but they make up for that with their range.

Both if these are capship weapons . I can't even immagine using them from a fighter/bomber...How did you even see where to fire the Ion Cannon? The blob is bigger than an Ursa, it must cover up your whole FOV..LOL

As for hte missing textures..I'm surprised... I've put all the custom textures in the rar, all others are stock FS2 textures...
Can you post a screenshot of the problem?

I placed all my files directly - all .dds and .pcx files in the Data/maps folder, the .pof in the model directory nad the tables in hte table directory. It shoudl work...

-----

EDIT: I messed up the gattling turret completely. It's worthless as it is, so here is hte correection. Just copy/paste this in the weapons file:

;-----------
$Name:                                  Gattling Turret
$Model File:                    none
@Laser Bitmap:                           laserglow04
@Laser Glow:                           2_laserglow03
@Laser Color:                           150, 250, 150
@Laser Color2:                           180, 240, 180
@Laser Length:       9.0
@Laser Head Radius:  0.60
@Laser Tail Radius:  0.60
$Mass:                                  0.4
$Velocity:                              1200.0                         
$Fire Wait:                             0.01                     
$Damage:                                10
$Armor Factor:                  1.0
$Shield Factor:                 0.9
$Subsystem Factor:              0.8
$Lifetime:                              0.8
$Energy Consumed:               0.30                           
$Cargo Size:                    0.0                             
$Homing:                                        NO
$LaunchSnd:                             110                           
$ImpactSnd:                             85                                     
$Flags:                                 ("Big Ship")
$Icon:                                  icongun03
$Anim:                                  LoadGun02
$Impact Explosion:      none
$FOF: 1.1
;----------



The rate of fire is tricky as it depends on hte AI. On general the rate of fire of 0.02 is more than enough, but normalyl it fires to slow so I upped it.
Title: Re: Archangel Modification release
Post by: Getter Robo G on January 01, 2007, 09:01:48 am
Apologies, you did take my advice from long ago first time around (version 1). That FIRST pic made it hard to see the barrel detail earlier, but still it looks like the bases could be a little spruced up.

Barrels are fine though (in fact, I darn right like them) ;)

Title: Re: Archangel Modification release
Post by: Titan on January 02, 2007, 04:24:09 pm
could you post a complete copy of a sorta........ 'basic' (retail compatible) vesion of those turrets? i could use those perfectly on the windsor. i would make them smaller of course :D :D
Title: Re: Archangel Modification release
Post by: throwaway4 on January 02, 2007, 04:29:58 pm
Could somebody Fred together a good mission with this beast? Thanks!
Title: Re: Archangel Modification release
Post by: DrewToby on January 02, 2007, 07:56:47 pm
Right, finally got around to doing this, my apologies for taking so long.

Here's the images. It looks like there's a map I missed somewhere. I'll try redownloading it and checking to make sure every map went exactly where it should, but I did that before without luck. =/

Top view. As you can see, a great deal of the textures are nonexistent. (http://img.photobucket.com/albums/v603/arid/fred2_open_3_6_92007-01-0220-37-33-.jpg)
Starboard bow position. Again, as you can see, most of the textures don't seem to ...eh, be there. (http://img.photobucket.com/albums/v603/arid/fred2_open_3_6_92007-01-0220-38-12-.jpg)

I just checked the locations of the .pof and all the .pcx and .dds files, and they were all in models and maps, respectfully.

Help? I wanna make this one work ;_;
Title: Re: Archangel Modification release
Post by: Trivial Psychic on January 03, 2007, 12:31:06 am
Try a debug version of FRED.  The warning messages it gives you may indicate that some of the maps are miss-named, missing, or perhaps they're non-power-of-2-compressed-dds map files.
Title: Re: Archangel Modification release
Post by: DrewToby on January 03, 2007, 12:38:06 am
Right then...I just tried, and I got this immediately upon startup.

Code: [Select]
Warning: Bogus string in weapon flags: Big Damage

File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1602
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fred2_open_3_6_9_debug.exe 0058b4eb()
    fred2_open_3_6_9_debug.exe 0058d2af()
    fred2_open_3_6_9_debug.exe 0058df40()
    fred2_open_3_6_9_debug.exe 00455bb5()
    fred2_open_3_6_9_debug.exe 0044c951()
    fred2_open_3_6_9_debug.exe 009ba3f2()
    fred2_open_3_6_9_debug.exe 009b9d54()
    fred2_open_3_6_9_debug.exe 009b78a9()
    fred2_open_3_6_9_debug.exe 009b7d95()
    USER32.dll 77d48734()
    USER32.dll 77d48816()
    USER32.dll 77d4b4c0()
    USER32.dll 77d4fd29()
    ntdll.dll 7c90eae3()
    USER32.dll 77d501f7()
------------------------------------------------------------------

Doesn't SEEM like that would interfere with the Archy itself, but ...y'know. =/ I'll edit this post when/if I get more error reports.

Woo, that was fast. It actually won't let me into FRED because of that error. I tell it to go into Debugger mode and it says that it has 'encountered a problem and needs to close.' So ...maybe the above posted thing actually IS the problem? =/
Title: Re: Archangel Modification release
Post by: TrashMan on January 03, 2007, 07:06:21 am
could you post a complete copy of a sorta........ 'basic' (retail compatible) vesion of those turrets? i could use those perfectly on the windsor. i would make them smaller of course :D :D

You want the cannons as a truespace object? No problem - You want them untextured or textured?
Title: Re: Archangel Modification release
Post by: TrashMan on January 03, 2007, 07:11:32 am
Right, finally got around to doing this, my apologies for taking so long.

Here's the images. It looks like there's a map I missed somewhere. I'll try redownloading it and checking to make sure every map went exactly where it should, but I did that before without luck. =/

Top view. As you can see, a great deal of the textures are nonexistent. (http://img.photobucket.com/albums/v603/arid/fred2_open_3_6_92007-01-0220-37-33-.jpg)
Starboard bow position. Again, as you can see, most of the textures don't seem to ...eh, be there. (http://img.photobucket.com/albums/v603/arid/fred2_open_3_6_92007-01-0220-38-12-.jpg)

I just checked the locations of the .pof and all the .pcx and .dds files, and they were all in models and maps, respectfully.

Help? I wanna make this one work ;_;

I don't even know how this is even possible.
The texture you appear to have missing is shiphull2.dds, but it's clearly in the  .rar..

EDIT: My mistake. shiphull.dds is in there.
Re-name it shiphull2.dds and you'll be fine. Dang it, I put the wrong texture in it, but no biggie - they are the same shiphull2 is onyl slightly darker than shiphull so you won't notice any difference.
Title: Re: Archangel Modification release
Post by: asyikarea51 on January 03, 2007, 08:24:50 am
I'm actually using the older version right now - currently re-downloading this.

Tribarrel guns? I'd love those in the current Archangel style ... seriously. :)

"All batteries open fire! We do it classic battleship style!!!"
BLAM-BLAM-BLAM!!!...BLAM-BLAM-BLAM!!!...BLAM-BLAM-BLAM!!!
Title: Re: Archangel Modification release
Post by: Titan on January 03, 2007, 09:33:25 am
could you post a complete copy of a sorta........ 'basic' (retail compatible) vesion of those turrets? i could use those perfectly on the windsor. i would make them smaller of course :D :D

You want the cannons as a truespace object? No problem - You want them untextured or textured?

whichever is easier on you :D thanks for this, that is perfect for the top and rear turrets on the windsor!
Title: Re: Archangel Modification release
Post by: TrashMan on January 03, 2007, 03:13:22 pm
Here you go mac:

http://www.hades-combine.com/web/hosted/fow/ArchyTurret.cob

It's textured, and allready set up. :D
Title: Re: Archangel Modification release
Post by: throwaway4 on January 03, 2007, 03:33:40 pm
After seeing how awesome this thing is, I started looking into your other models.  I like Whitehall most of all, but I can't get it to load into Freespace or FRED.  It'll load in modelview, though.  Any suggestions?
Title: Re: Archangel Modification release
Post by: TrashMan on January 03, 2007, 05:01:51 pm
You got me there..I had no problems with the Whitehall.

which reminds me, I'll have to add glows to that station..adn all the other older models..

I'm in the process of polishing up all of my earlier capship/station models by removing any bugs, optimizing textures, adding glows and stuff.

I'l release ALL of them in a big VP real soon.
the VP will include:
GTBS Archangel (maby both versions)
GTCa Galaxy
GTBC Blade
GTFg Retribution
GTCv Cobra
GTCv Echelon
GTI Aule
GTI Whitehall
GTSC Copernicus
GTI Aeglos
GTI Nareos
GTGB Praetorian
Title: Re: Archangel Modification release
Post by: throwaway4 on January 03, 2007, 05:26:21 pm
Yes, please do.  Thank you.
Title: Re: Archangel Modification release
Post by: Titan on January 04, 2007, 07:03:29 am
You got me there..I had no problems with the Whitehall.

which reminds me, I'll have to add glows to that station..adn all the other older models..

I'm in the process of polishing up all of my earlier capship/station models by removing any bugs, optimizing textures, adding glows and stuff.

I'l release ALL of them in a big VP real soon.
the VP will include:
GTBS Archangel (maby both versions)
GTCa Galaxy
GTBC Blade
GTFg Retribution
GTCv Cobra
GTCv Echelon
GTI Aule
GTI Whitehall
GTSC Copernicus
GTI Aeglos
GTI Nareos
GTGB Praetorian

 :eek2: :eek2: :eek2: :eek2: :eek2: :eek2: :eek2: :eek2: :eek2: :eek2: :eek2: :eek2: :eek2: :eek2: :eek2: :eek2:



THOSE SATHSESSss............. errrr.......... whatever HAD BETTER RUN!!!!!!!!!!!!!!!!!!!!!
Title: Re: Archangel Modification release
Post by: TrashMan on January 04, 2007, 04:31:05 pm
I'm almost done with the pack.

I increased the Archangels size from 4300 to 4500m (all paths, subsystems, docks and glows re-done to fit new size), and fixed a few errors (turrets debris not showing up, wrong texture on 2 places)

The Aeglos and Nareos won't be in, since I just checked them and they have everything workong fine (except a ships.tbl typo of a Terrna Turret  on the Nareos :D )

Just have to put it all together and decide if I should put the pirate carriers in with them..NAh... I'l make a separate VP for them :D
Title: Re: Archangel Modification release
Post by: DrewToby on January 04, 2007, 05:36:43 pm
I <3 you. o.o; I got it to work by renaming the shiphull file, like you said, and now it's awesome. I decided to just see how much damage it could do how fast, so I threw a mission together with a Ravana, Lucy, and this ...thing.

The Ravana died in literally twenty seconds (and most of that was weapon-travel time), and the Lucy took about fifteen or twenty seconds extra, after the Ravana went down.

Oh my god, this thing is powerful. I can't wait to see all the other things you made. =D Awesome work, man!