Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Goober5000 on January 31, 2007, 11:52:17 pm
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On behalf of GalacticEmperor, I present... the completed and POFfed HTL Ravana.
http://staff.hard-light.net/goober5000/ravana_ge.zip
Requires -jpgtga, at least until someone converts the map to DDS format.
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YAHHHHH !!!! Better get my DDS converter out.
WOOOO HOOO !!!!!
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And even if that map is converted, you'd still need -jpgtga for any other ships not currently mapped with DDS files.
Iregardless: F'n SWEET!
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Here it is, with maps converted to DXT1c format DDS files and EFF animation file altered accordingly.
HTL_Ravana_DDS.7z (http://users.tkk.fi/~lmiettun/Kuvat/FS2_Open/HTL_Ravana_by_GalEmp/HTL_Ravana_DDS.7z), 2.2 MB download.
Enjoy. And, if someone wants to host it on some HLP account I won't object, my public_html is kinda clogged at the moment so it could use some free space... ;)
Btw... the model is beautiful... and blue glows? How unorthodox! But extremely cool looking nevertheless. Somehow it even manages to not look like christmas light led tubes. :yes:
EDIT: It seems that to retain correct glow colours when converting PCX to DXT, you have to use -swap option with nvDXT batch converter. I'll upload the correct version in a minute. :rolleyes:
EDIT2: Uploaded. Now the DDS mapped version does not have any blue in it. Kinda shame, though - I actually liked the blue glows. They looked more like coolant moving in the tubes. But I guess red is the supposed colour... ;7
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Oh **** yes !
Send our thanks to GalEmp.
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About time, finally! Good job Raven & Galemp. The shivans are now really starting to look menacing.
EDIT: I tested the file, but ran into a problem, take a look at the screen. The overall area near the engines seems bugged,; ships can pass through some of it.
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So its done already eh?! :D
As to be expected, great text job from GalEmps part... why didnt he post here himself btw?
And for those that still remember me (and care), just wanna let you all know that my life is finally putting itself in place again, and as such, I may return to the HLP comunity soon :nod:
*goes back into the shadows*
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Iregardless
That's redundant, not a word, and not even spelled right. Try using regardless.
I tested the file, but ran into a problem
Hm. I've sent this to GalEmp.
So its done already eh?! :D
It was actually done for a while, just buried. :D I just asked if I could post it.
why didnt [GalEmp] post here himself btw?
There's usually a tidal wave of "welcome back", plus catching up, before any work can get done; and I presume he's still too busy to deal with that yet.
And for those that still remember me (and care), just wanna let you all know that my life is finally putting itself in place again, and as such, I may return to the HLP comunity soon :nod:
Yay! :)
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Even a bugged HTL Ravana is better than nothing...
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hi,
nice, but its not a little bit **** to destroy so an evil beautiful ship :lol:
and i agree to neoterran with the bug.
Mehrpack
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Yeah, it's still very beautiful. I like how the "pulsing veins" idea was used, the Ravana now looks like a twisted organic-metallic blend.
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Iregardless
That's redundant, not a word, and not even spelled right. Try using regardless.
You can't really misspell a word that doesn't exist. :D
The model looks great in the pictures. I'll need to try it out when I get home.
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Sweet D/L Now....... :D
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About time, finally! Good job Raven & Galemp. The shivans are now really starting to look menacing.
EDIT: I tested the file, but ran into a problem, take a look at the screen. The overall area near the engines seems bugged,; ships can pass through some of it.
There's something strange with this model. If you open it in Modelview, thrusters are in their right positions, but they appear as in your screenshot.
Please some expert modder should take a look at what's happening...
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I've seen this with some TBP ships while I was readying them for use. You can fix it without reconverting the whole model, but it requires doing things the hard way in PCS. PCS has the ability to create and edit thruster points, but unfortunately it won't show them to you. So, you need to create a dummy primary firepoint and place it where you want your thruster point to be, then copy the position into the thruster point's location field. Then, relocate your dummy firepoint to the next location and so on. Just remember to delete the firepoint when you're done. Unfortunately, this problem may not be restricted to thruster points. The TBP ship I was working on was a fighter, and I noted that all the primary and secondary firepoints were out of position in this manner when done in ModView as well. You may need to edit the turret firepoints in PCS to make 'em match up properly.
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I've seen this with some TBP ships while I was readying them for use. You can fix it without reconverting the whole model, but it requires doing things the hard way in PCS. PCS has the ability to create and edit thruster points, but unfortunately it won't show them to you. So, you need to create a dummy primary firepoint and place it where you want your thruster point to be, then copy the position into the thruster point's location field. Then, relocate your dummy firepoint to the next location and so on. Just remember to delete the firepoint when you're done. Unfortunately, this problem may not be restricted to thruster points. The TBP ship I was working on was a fighter, and I noted that all the primary and secondary firepoints were out of position in this manner when done in ModView as well. You may need to edit the turret firepoints in PCS to make 'em match up properly.
But why is Modelview doing that?. I mean if you open other models, thrusters are where they appear. Is it some kind of weird pof bug or is it a Modelview bug?
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It could be that there is a problem with the model that took place prior to being poffed. Perhaps something with the radius or something. Perhaps MODview isn't configured to recognize this error, but PCS can, and can compensate for it, but not fix it.
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That's so Ravan...
:nervous:
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It could be that there is a problem with the model that took place prior to being poffed. Perhaps something with the radius or something. Perhaps MODview isn't configured to recognize this error, but PCS can, and can compensate for it, but not fix it.
Things like that can happen if the pivot of the detail-0 object is not at 0, 0, 0.
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I don't have a screen, but note that when the thing explodes, debris appear out of thin air next to the thrusters, as if the model extended that far. The explosion also continues roaming in empty space until it reaches the mislocated thrusters. So it doesn't seem to be a solely thruster-y problem.
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that is indeed because of incorrect pivot/center point... the model needs to be fixed and then recompiled.
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That's so Ravan...
:nervous:
I don't know whether I should slap you or hang my head in shame that I know what the hell you're on about.
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I suggest doing both. I'll join you.
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Sweet! It's finally finished! :D
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It also seems to be a victim of 'evaporating capship' disease. It usually leaves even less debris than the old version.
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:jaw: <---that emote should explain everything. :p
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Iregardless
That's redundant, not a word, and not even spelled right. Try using regardless.
You are right, it's Irregardless. And it is a word, per se, according to several dictionary's. There is some question as to it's actual usability, it fit within the contex in which I utilized it in. Emphasis on below excerpt is mine.
Usage Note: Irregardless is a word that many mistakenly believe to be correct usage in formal style, when in fact it is used chiefly in nonstandard speech or casual writing. Coined in the United States in the early 20th century, it has met with a blizzard of condemnation for being an improper yoking of irrespective and regardless and for the logical absurdity of combining the negative ir- prefix and -less suffix in a single term. Although one might reasonably argue that it is no different from words with redundant affixes like debone and unravel, it has been considered a blunder for decades and will probably continue to be so.
But irregardless of the grammatical and usage debate, it is still a very nice ship and I seriously like the DDS version. I have not cracked the image files open yet, but I have hope that they are mip-mapped as well?
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Love the new ravana. but question. now i'm not sure if anyone have already said this, but when i was playing Into the Depths of Hell chp two. when the 3 ravana comes out. i've been trying to shot the foward beam cannons. but when i get up close and personal. my weapons goes throught the beam turrents
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lern to shots firball n00b
More seriously problems with the model were mentioned on the first page.
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http://freespace.volitionwatch.com/blackwater/minertile2a-glow.zip
I don't know if this model is mapped for this to work properly, but if it isn't it might be worth takeing the time to do so.
oh and a 1 month necro sorry bout that, but I just made this for a test, and it worked out pret well and figured it'd be relivent.
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Irregardless....
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yeah, this thing uses a custom texture with sevral other effects maped to it, was a COB for this ever released?
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Irregardless....
Gah! That's not the phrase! >.'.< It's "Regardless." Irregardless would be (if it was a real word) without a lack of regard!
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Grammar Nazis.....lol
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just I am ain't not understanding the peoples.
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Irregardless....
Gah! That's not the phrase! >.'.< It's "Regardless." Irregardless would be (if it was a real word) without a lack of regard!
it's a word now though (since it is so widely used)
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yeah, this thing uses a custom texture with sevral other effects maped to it, was a COB for this ever released?
I didnt release a .COB publicly, instead Ive sent it directly to GalEmp
If you want I can send you what I have in .COB files... however it isnt textured, lacks turrets, etc
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Finally the HTL Ravana! Great work! :yes:
(I really dont come to this part of HLP much :nervous:)
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yeah, this thing uses a custom texture with sevral other effects maped to it, was a COB for this ever released?
I didnt release a .COB publicly, instead Ive sent it directly to GalEmp
If you want I can send you what I have in .COB files... however it isnt textured, lacks turrets, etc
I wanted the COB so I wouldn't have to rebuild the higherarchy, if it isn't textured it'd actualy be more work than if I just used PCS to deconstruct it, thanks though, who has the cob for this? goob? anyone?
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I just sent it to Galemp, so I dunno who else might have it
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Holy crap! I've been following this thing since it first started! I had almost given up hope...almost
Wow, this is awesome thank you so much!
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The mesh is full of holes... I can't really use it the way it is right now. :(
Is there any chance this could be fixed for the MediaVPs?
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Galemp uploaded everything here:
http://www.b3ta.cr3ation.co.uk/data/rar/ravana.rar
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Now that the original 3Ds files are posted, someone of our skilled modelers, please finish this off!! :)
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It seems to be complete, but it still has collision holes. :(
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The beam turrets can't be damaged properly, either. Something must have gone wrong in the conversion process.
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The 3DSMax converter CAN go terribly wrong sometimes. Any chance you can import it to Truespace, then use PCS?
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Yes, something seems to have gone hideously wrong. It's like something threw e-bricks at it during the conversion process. Still a great model, though. :p
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i wish the collision hole could be fixed soon though.
alpha one: im inside the ravana command! AND ITS EMPTY!
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Can someone post a pic?
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$f Alpha $f 1, your job today is to fly into the $h Ravana's collision errors and blow it up from the inside. Good luck, pilot. :D
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:bump:
Seriously, guys, this needs to be fixed. :) Can some intrepid young modeller get this ready in time for the 3.6.10 mediaVPs?
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:bump:
Seriously, guys, this needs to be fixed. :) Can some intrepid young modeller get this ready in time for the 3.6.10 mediaVPs?
I would but i don't know hot to UV map and/or i don't know were the holes are.
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There are no holes in the 3ds file, dammit. I think it just needs to be reconverted.
I did notice in the ravana_geomod file that one of the arms is missing a large chunk. What the hell is up with that?
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I was in the midst of breaking the model up into smaller submodels that can be blasted away a la NTF Boadicea, producing a kind of geomod effect. Didn't quite get there though.
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Ah.
I'm gonna hunt for a 3DSMax 8 converter. Gonna see if it really does just need to be converted.
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someone should run this through PCS2, from cob, the pof has screwed up lighting normals.
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Doesn't anyone of you have Lithium Unwrapper? Just convert the model to .cob (saves UV mapping), onep in Truespace, check it out, fix something if it needs fixing and PCS2-ifiy it
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I took a look at it...looks OK, but converting to cob changes all the texture names..looks like hte UV mapping is left intact tough.
But for some reason the debris get all super-scaled and whacky...hmm I might try converting one LOD at a time
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Dont touch it yet. I'm fixing some geometry problems with the model itself, as well as changing some areas. Ill post pics when im done.
Figured since were touching this model might as well fix some previous stuff I wasnt so happy with
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K ;)
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Hey. There is a problem with this.
You can go inside the Ravana Figher bay, but then, you get stuck in there. Trapped by invisible boundaries.
Still. Great job!
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Oh, that's why it's screwed up. I'll work on fixing this asap.
EDIT: If anyone is working on this, hold until I get a stable version finished over the next couple of days. I'll be happy to provide MAX source for a file that converts properly.
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Like I said above, dont bother yet with that
Im working on a slight remodel\re-texturing of it. After that I'll release it to anyone who fancies re-converting it
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Too late, I reconverted it and while it's still not 100% stable, it's as good as most of the other models in the media VPs.
capital2s-01.pof (http://hlpstrat.googlepages.com/capital2s-01.pof)
I'll replace that with your remodel if necessary but this is Galemp's stock model replacement in a condition suitable for interum media VP release.
EDIT: I need to thank Cobra for his help in testing, he spent half an hour or so ramming the thing for me :)
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Nice work. :yes:
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I'll replace that with your remodel if necessary but this is Galemp's stock model replacement in a condition suitable for interum media VP release.
Good to know its fixed anyways.
Just a minor correction... that is my model, textured and converted by Galemp :P
Dont wanna sound sucky or anything, just dont like someone claiming that someone else modeled what I did
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Too late, I reconverted it and while it's still not 100% stable, it's as good as most of the other models in the media VPs.
Thanks so much for finally getting this done. I am glad to see you back again -- your absence has been a real loss to the community.
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StratComm. One of the classic people (at least one who was in the community for a long time).
A little OT, but who was Ice Heart and what happened to him? He seemed to do a lot of stuff, and I would have thought he would have stayed in the community, and not disappear. It's sad to see a lot of people disappear.
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StratComm. One of the classic people (at least one who was in the community for a long time).
A little OT, but who was Ice Heart and what happened to him? He seemed to do a lot of stuff, and I would have thought he would have stayed in the community, and not disappear. It's sad to see a lot of people disappear.
Yes it is sad when people leave.People who have helped the community.
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Major necro, I know, but on topic: if I want to fix the collision errors in the Beta MediaVP Ravana, will downloading the capital2s-01 file above do so? If so, where should I put it? (data/ships or something similar?)
This is my first single-ship download, so I apologize if the answers are commonly known.
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Don't know it it'll fix it (though it might), but as for the other question, models (.pof) go to \data\models.
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I'll give it a shot. If it fixes the thrusters and the difficult-to-attack beam cannons, then I'm happy!
Thanks so much.
EDIT: Perfect! Fixed that, and fixed the glitches in the hull.