Hard Light Productions Forums

Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: brandx0 on March 01, 2007, 07:47:42 am

Title: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 01, 2007, 07:47:42 am
Might as well post this up being as Turambar and Chief are bugging the hell out of me for it...

(http://img339.imageshack.us/img339/2532/render6xt7.th.jpg) (http://img339.imageshack.us/my.php?image=render6xt7.jpg)


EDIT: Update, figured I might as well put a current image up for people who stumble on this thread and don't wanna search through to find the most recent update

(http://img78.imageshack.us/img78/733/newrender011qa1.jpg)
Title: Re: WIP Thread
Post by: brandx0 on March 01, 2007, 06:52:30 pm
it's an effect thing, if we can do it, why not?

updated ISD btw

(http://img49.imageshack.us/img49/1584/render7ny0.th.jpg) (http://img49.imageshack.us/my.php?image=render7ny0.jpg)
Title: Re: WIP Thread
Post by: brandx0 on March 02, 2007, 04:19:22 pm
Bit more work done on the ISD here

(http://swc.fs2downloads.com/media/screenshots/Capships/StarDestroyers/ISD_Brandx0/render8.jpg)
Title: Re: WIP Thread
Post by: brandx0 on March 07, 2007, 07:40:54 am
A little bit of progress, not much but its something.

(http://img294.imageshack.us/img294/8242/renderclay001ut5.th.jpg) (http://img294.imageshack.us/my.php?image=renderclay001ut5.jpg)
Title: Re: WIP Thread
Post by: Cobra on March 07, 2007, 09:37:14 am
Make it a little thicker, it looks like a thin arrow. :)

Good work though. :yes:
Title: Re: WIP Thread
Post by: brandx0 on March 07, 2007, 04:42:30 pm
It's the perspective, trust me on that one, posted another shot a while ago from a different angle and was told its too thick.
Title: Re: WIP Thread
Post by: brandx0 on March 08, 2007, 05:36:53 pm
Bit more progress on the bottom now:

(http://img162.imageshack.us/img162/7002/renderclay002od7.th.jpg) (http://img162.imageshack.us/my.php?image=renderclay002od7.jpg)
Title: Re: WIP Thread
Post by: brandx0 on March 09, 2007, 02:46:52 am
And now we have some hangars, YAY!  Super Fun Happy Time!

(http://img241.imageshack.us/img241/4917/renderclay003tt7.th.jpg) (http://img241.imageshack.us/my.php?image=renderclay003tt7.jpg)
Title: Re: WIP Thread
Post by: tomcat on March 09, 2007, 03:44:35 am
looks nice...
show us the wireframe of it :)
Title: Re: WIP Thread
Post by: brandx0 on March 09, 2007, 08:49:12 am
Nuh uh, my secrets are my own to keep!

Last update for now:
(http://img178.imageshack.us/img178/5704/renderclay005op1.jpg)
Title: Re: WIP Thread
Post by: JGZinv on March 09, 2007, 12:19:12 pm
All you need now is a Corellain Corvette and you've got the opening to EP 4.

*CP30 stares out a window at the ISD*

"Oh no it's going to eat me! I hate space travel."
Title: Re: WIP Thread
Post by: chief1983 on March 09, 2007, 03:13:41 pm
Haha, I was just mentioning how I'd like to do a trailer parody of that scene.
Title: Re: WIP Thread
Post by: brandx0 on March 13, 2007, 06:46:08 am
The ISD now has engines, now... muhahaha, time for detailing...  this is gonna be fun

(http://img258.imageshack.us/img258/8982/renderclay007tk2.jpg)
Title: Re: WIP Thread
Post by: Mongoose on March 13, 2007, 08:51:54 am
Go greebles! :D
Title: Re: WIP Thread
Post by: tomcat on March 13, 2007, 06:02:19 pm
how many polygons in it?
Title: Re: WIP Thread
Post by: brandx0 on March 14, 2007, 12:35:34 am
currently sitting at around 9k polies
Title: Re: WIP Thread
Post by: tomcat on March 14, 2007, 04:08:13 am
currently sitting at around 9k polies
that is way to much
Title: Re: WIP Thread
Post by: chief1983 on March 14, 2007, 05:50:41 am
currently sitting at around 9k polies
that is way to much

Are you kidding?  What's wrong with that?  He's already got oodles of detail on it.
Title: Re: WIP Thread
Post by: brandx0 on March 14, 2007, 06:03:36 am
currently sitting at around 9k polies
that is way to much


Not true, you should really check out what the SCP can do...  then add in detail boxes and voila
Title: Re: WIP Thread
Post by: tomcat on March 14, 2007, 06:14:18 am
you are not even at half of the model... that stage you have not should not be more that 2500 poligons..
Now imagine that you had to add turrets  and lots of other stuff.

SCP might handle one ship... but you want to have more there...
you target should be for high cap ship somewhere at 8k-9k at max
fighters at 2.5K
Title: Re: WIP Thread
Post by: Col. Fishguts on March 14, 2007, 07:54:43 am
Opinions of people who use Turdspace for modeling do not matter.

Also, you're not up to date what the bottlenecks of the engine are. (Namely textures, number of textures per model, but not polygons)
Title: Re: WIP Thread
Post by: tomcat on March 14, 2007, 08:23:11 am
who told you I am using TrueSpace :) ..

Title: Re: WIP Thread
Post by: Turambar on March 14, 2007, 08:39:21 am
http://img183.imageshack.us/my.php?image=02222007newpylonshc7.jpg

that's BTRL's battlestar Pegasus.  right now, it's at 130k polies.  it will be an in-game model


we don't have too much.
Title: Re: WIP Thread
Post by: Col. Fishguts on March 14, 2007, 08:41:52 am
who told you I am using TrueSpace :) ..



You're mom told me last night. ;)
Title: Re: WIP Thread
Post by: tomcat on March 14, 2007, 10:01:07 am
neh... is not possible :) ;7

BSG will be part of Powerpoint presentation :D
Title: Re: WIP Thread
Post by: chief1983 on March 14, 2007, 11:13:52 am
Hey, it's got a lot more detail already on it than I think you realize.  But a 20 or 30k model will work fine in game these days.  Now, back to progress.  He sent me this one last night.

(http://swc.fs2downloads.com/media/screenshots/Capships/StarDestroyers/ISD_Brandx0/renderclay010.jpg)

I just can't wait for him to start on the bridge area.
Title: Re: WIP Thread
Post by: aldo_14 on March 14, 2007, 11:18:02 am
On this (vague) subject, I'd like someone to describe exactly how in hell you're supposed to edit a >30k model in modelview.....
Title: Re: WIP Thread
Post by: chief1983 on March 14, 2007, 11:22:13 am
Uh, use PCS?  And the Max 8 POF Exporter.  Might not even need to use modelview for editing.  The textures wouldn't show up anyway, so you could do it in solid or mesh mode ok probably.
Title: Re: WIP Thread
Post by: minilogoguy18 on March 14, 2007, 11:55:32 am
hahah you guys obviously dont know much about next generation game design if your craming that many polies into a model that could do far less and make it look just as good. all new games use character models at say 3 k polies at the VERY MOST, the rest is all normal mapping to give the models detail. the game is gonna go really downhill once you have a couple of those things on screen at once being rendered, LODs or no, then you have to figure all the fighters. according to what im hearing the coders are working on implementing normal mapping into the engine so you might as well start doing your models the right way because probably before yoour even done it should already be in the engine.

http://www.softimage.com/products/xsi/tour/video_tour.aspx?video_id=8

theres a nice normal mapping example for ya.
Title: Re: WIP Thread
Post by: chief1983 on March 14, 2007, 12:01:01 pm
Yeah, but how do you get the normal maps?  With high-detail sources they can be generated, and then the models could be cut down somewhat.  That's assuming it does end up being necessary to cut them down, but I think they'll work fine in game as is.
Title: Re: WIP Thread
Post by: Cobra on March 14, 2007, 01:30:43 pm
hahah you guys obviously dont know much about next generation game design if your craming that many polies into a model that could do far less and make it look just as good. all new games use character models at say 3 k polies at the VERY MOST, the rest is all normal mapping to give the models detail. the game is gonna go really downhill once you have a couple of those things on screen at once being rendered, LODs or no, then you have to figure all the fighters. according to what im hearing the coders are working on implementing normal mapping into the engine so you might as well start doing your models the right way because probably before yoour even done it should already be in the engine.

http://www.softimage.com/products/xsi/tour/video_tour.aspx?video_id=8

theres a nice normal mapping example for ya.

While your criticism would be accepted here, remember that these guys aren't trying to create a next-generation game. :rolleyes:
Title: Re: WIP Thread
Post by: aldo_14 on March 14, 2007, 02:12:41 pm
Uh, use PCS?  And the Max 8 POF Exporter.  Might not even need to use modelview for editing.  The textures wouldn't show up anyway, so you could do it in solid or mesh mode ok probably.

PCS is a pain in the tits, and Max 4 exporter isn't exporting some key stuff properly (name gun turrets).  And textures should, IIRC, show up in pcx mode if need be.

hahah you guys obviously dont know much about next generation game design if your craming that many polies into a model that could do far less and make it look just as good. all new games use character models at say 3 k polies at the VERY MOST, the rest is all normal mapping to give the models detail. the game is gonna go really downhill once you have a couple of those things on screen at once being rendered, LODs or no, then you have to figure all the fighters. according to what im hearing the coders are working on implementing normal mapping into the engine so you might as well start doing your models the right way because probably before yoour even done it should already be in the engine.

http://www.softimage.com/products/xsi/tour/video_tour.aspx?video_id=8

theres a nice normal mapping example for ya.

Hmm, does FSO presently support normal mapping?

No.

Thank you for your contribution.
Title: Re: WIP Thread
Post by: chief1983 on March 14, 2007, 02:25:28 pm
Actually, minilogo does have a point in that we are planning ahead for the future by making models equipped to create normal maps.  However they should function in game at the detail we want to achieve without normal mapping and still look and perform great.

Also, we're going to be using DDS textures which are not supported by any of pof tools that I know about, and can only be previewed on the pof in game.  The only other option I can think of would be to create a pcx texture set simply for testing in a pof editor.  But either way, modelview is too unstable with most models, causing memory leaks in edit mode left and right, I have to have task manager open keeping tabs on the memory usage and restart it every time it approaches 100mb.  After that it seems guaranteed to crash or corrupt the model.  But it's still the only one I know of that actually shows the engine normals.  I just don't like to use it when I don't have to.
Title: Re: WIP Thread
Post by: aldo_14 on March 14, 2007, 04:11:16 pm
Actually, minilogo does have a point in that we are planning ahead for the future by making models equipped to create normal maps.  However they should function in game at the detail we want to achieve without normal mapping and still look and perform great.

Also, we're going to be using DDS textures which are not supported by any of pof tools that I know about, and can only be previewed on the pof in game.  The only other option I can think of would be to create a pcx texture set simply for testing in a pof editor.  But either way, modelview is too unstable with most models, causing memory leaks in edit mode left and right, I have to have task manager open keeping tabs on the memory usage and restart it every time it approaches 100mb.  After that it seems guaranteed to crash or corrupt the model.  But it's still the only one I know of that actually shows the engine normals.  I just don't like to use it when I don't have to.
He's using a tone that implies people are idiots for not working on the assumption of a feature which isn't present and may never be.  I find that pretty insulting and arrogant, which tends to spark me off.  Particularly because he (or she, I suppose?) is effectively laughing ('hahah') at me and others, which tends to bring me into a punchy-punchy mood.

Nice work, turambar :yes:
Title: Re: WIP Thread
Post by: tomcat on March 14, 2007, 04:58:56 pm

He's using a tone that implies people are idiots


statistically that  tends to be accurate :)
Title: Re: WIP Thread
Post by: brandx0 on March 14, 2007, 05:35:57 pm
With the ISD I'm not building it to use Normal maps, and why not?  Because we don't have them..

Just seems silly to build a mod around a feature that isn't implimented, and may not be for years to come, if at all.

So in the mean time, I'll stick to a high poly model, just high enough that FS can put a few on screen at a time.  Combine that with effective LODing and detail boxes and I don't think we'll have a problem with these guys.  Besides, inefficient textures tend to slow the game down just as much if not more than high numbers of polies.

And if we do get normal maps, well then I'll have a high detail source from which to make normal maps, and can easily cut down my polies to the basic level and make up the detail with the normal map that I've generated

Either way, basically, the way we're doing it now, everyone wins.  The mod can be played without waiting on the SCP coders, and when they do get the feature in, it's a quick conversion to use it.
Title: Re: WIP Thread
Post by: Cobra on March 14, 2007, 10:06:49 pm
Yer, not to mention they think we're trying to make a next-gen game. :wtf:
Title: Re: WIP Thread
Post by: BS403 on March 14, 2007, 10:26:49 pm
On this (vague) subject, I'd like someone to describe exactly how in hell you're supposed to edit a >30k model in modelview.....

i've done it before you just need the right version
Title: Re: WIP Thread
Post by: chief1983 on March 15, 2007, 01:03:12 am
On this (vague) subject, I'd like someone to describe exactly how in hell you're supposed to edit a >30k model in modelview.....

i've done it before you just need the right version

I've tried 3 and they're all unstable as hell.  If you have a stable one please send it to me.
Title: Re: WIP Thread
Post by: aldo_14 on March 15, 2007, 06:54:19 am
On this (vague) subject, I'd like someone to describe exactly how in hell you're supposed to edit a >30k model in modelview.....

i've done it before you just need the right version

Which version, pray tell?  The inferno one I borrowed a while back just vomits at me.
Title: Re: WIP Thread
Post by: BS403 on March 15, 2007, 06:52:23 pm
On this (vague) subject, I'd like someone to describe exactly how in hell you're supposed to edit a >30k model in modelview.....

i've done it before you just need the right version

Which version, pray tell?  The inferno one I borrowed a while back just vomits at me.

I attached it, can't remember were i got it though.

[attachment deleted by admin]
Title: Re: WIP Thread
Post by: Flaser on March 16, 2007, 01:58:45 pm
With the ISD I'm not building it to use Normal maps, and why not?  Because we don't have them..

Just seems silly to build a mod around a feature that isn't implimented, and may not be for years to come, if at all.

So in the mean time, I'll stick to a high poly model, just high enough that FS can put a few on screen at a time.  Combine that with effective LODing and detail boxes and I don't think we'll have a problem with these guys.  Besides, inefficient textures tend to slow the game down just as much if not more than high numbers of polies.

And if we do get normal maps, well then I'll have a high detail source from which to make normal maps, and can easily cut down my polies to the basic level and make up the detail with the normal map that I've generated

Either way, basically, the way we're doing it now, everyone wins.  The mod can be played without waiting on the SCP coders, and when they do get the feature in, it's a quick conversion to use it.

I think you should take a look at this thread:
Use the features! (Detail Box mini tutorial) (http://www.hard-light.net/forums/index.php/topic,43649.0.html)

Detail Boxing is a feature that was created with just the ISD and the Death Star in mind: a LOD (level of detail) modelling that allows cramming massive ammounts of detail into a model coupled with a rendering method that makes even several 100k poly monsters manageable.

AFAIK it already is implemented; and even if it is not present in current stable builds Bobbau (its creators) or someone else could easily compile a build just for you or include it in the next CVS builds.

You could consult DaBrain as he heavily experimented with the featuer - Shadows of Lyat in fact NEEDs the feature to even run -, and should have ample modding/modelling tips on scaling the massive poly counts.

Simply put, you cram detailed versions of parts of the model into a box - the model inside will only be drawn when the player is inside the box.
If the box is centered on the model it acts only as a simple LOD layer - however as you can move the box around, it could be directional allowing you to render parts that are only visible from a single direction.
Actually the feature was initially made for a specific thing: hangars for the Wingcommander Saga.
There is another wicked trick with them: embedding further detail boxes in a detail box allows a really smooth detailing down to the most miniscule details once again without a performance compromise.
Title: Re: WIP Thread
Post by: Turambar on March 16, 2007, 02:33:23 pm
that's what ive been saying, however some people take objection to this (lookin at you topgun)

they should just chill out and let us do our thing, it'll turn out good, we promise.
Title: Re: WIP Thread
Post by: chief1983 on March 16, 2007, 03:35:49 pm
Yes, and I believe brandx0 already mentioned his intent to use detail boxes on the ISD in this very forum.
Title: Re: WIP Thread
Post by: brandx0 on March 16, 2007, 03:39:03 pm
Flaser, thanks for the input!  I'm already fairly familiar with Detail Boxes and have been planning to use them all along for the ISD, as well as other large capital ships (Executor anyone?)
Title: Re: WIP Thread
Post by: aldo_14 on March 16, 2007, 06:41:32 pm
On this (vague) subject, I'd like someone to describe exactly how in hell you're supposed to edit a >30k model in modelview.....

i've done it before you just need the right version

Which version, pray tell?  The inferno one I borrowed a while back just vomits at me.

I attached it, can't remember were i got it though.

That worked, danke sehr.
Title: Re: WIP Thread
Post by: Cobra on March 16, 2007, 06:51:02 pm
I personally dislike detail boxes, they really kind of make ships look ugly when they shouldn't. Perhaps you can make a detail box version and a non-detail box version? :)
Title: Re: WIP Thread
Post by: brandx0 on March 16, 2007, 07:04:03 pm
How exactly do detail boxes make a ship look ugly..?
Title: Re: WIP Thread
Post by: Cobra on March 16, 2007, 07:31:50 pm
Lots of pop up, for one. I personally dislike pop up if it's on a major scale. I forgive it in first person shooters like Battlefield 2 (Or CoD2, but that uses "nVidia fog").
Title: Re: WIP Thread
Post by: brandx0 on March 16, 2007, 08:18:08 pm
Well its more like a localized version of LODs, and if its done right it can look great
Title: Re: WIP Thread
Post by: archangel35757 on March 17, 2007, 12:27:08 am
Turambar... how many polys does your Corvette have so far?

Also, regarding the Galactica-- they only have 1 ship... and we only see 1 to 5 BaseStar ships-- so it would seem more manageable for BTRL; but my understanding was that SWC was hoping to create some large battles... so it will be interesting to see what the FPS is when everything is in-game with a number of capital ships and fighters going at it. 

At what FPS do you start to notice a performance loss?
Title: Re: WIP Thread
Post by: Turambar on March 17, 2007, 12:32:09 am
well right now (had to restart, got most of it done except for engines, my vette is at about 1000 polies. 

don't worry about performance.  we'll worry about all that stuff.
Title: Re: WIP Thread
Post by: chief1983 on March 17, 2007, 12:49:34 am
I'm hoping that when all is said and done, we should be able to get some rather large battles going on that run at very playable framerates even on my old computer.  We seem to be attracting perfectionists these days, so whatever we end up with is going to be great.
Title: Re: WIP Thread
Post by: Flaser on March 17, 2007, 09:46:24 pm
Lots of pop up, for one. I personally dislike pop up if it's on a major scale. I forgive it in first person shooters like Battlefield 2 (Or CoD2, but that uses "nVidia fog").

IIRC DaBrian INTENTIONALLY made the details pop up in his demonstration video.

Curing it is a matter of the levels of detail you intend to put into the model. With enough boxes laid into each other you could achieve quite seamless transitions especially if instead popping in a high def model, you introduce it gradually with a low poly version furthest out, and further and further details revealed as deeper and deeper boxes are rendered.
Title: Re: WIP Thread
Post by: chief1983 on March 18, 2007, 05:06:58 am
I have a feeling that's how brandx0 intends to have his laid out, he seems pretty confident in his ability to use the detail boxes to that effect.
Title: Re: WIP Thread
Post by: brandx0 on March 20, 2007, 07:22:18 pm
Bit more progress on the ISD to post:

(http://img480.imageshack.us/img480/4729/renderclay013xs9.jpg)

Currently looking at around 5600 polies (Got rid of some hidden geometry given the whining about the polycount.  Note that there's no such thing as an accurate polycount until the model's done guys!)
Title: Re: WIP Thread
Post by: brandx0 on March 21, 2007, 03:58:42 am
Bit more progress on the ISD front:

(http://img206.imageshack.us/img206/6783/renderclay020pr6.jpg)
Title: Re: WIP Thread
Post by: MarkN on March 21, 2007, 07:22:17 am
I Like...

Actually I like the corvette as well. Great work. I'd help, but unfortunately my modelling skils are somewhat limited (especially in terms of greebling).
Title: Re: WIP Thread
Post by: aldo_14 on March 21, 2007, 02:13:21 pm
Lots of pop up, for one. I personally dislike pop up if it's on a major scale. I forgive it in first person shooters like Battlefield 2 (Or CoD2, but that uses "nVidia fog").

If detail boxes are done properly, there shouldn't be any pop-up, same as you shouldn't notice when a LOD switches.
Title: Re: WIP Thread
Post by: JGZinv on March 22, 2007, 03:50:59 pm
Turey - you mean this?

Greeble for Max 3 ~ 9

http://max.klanky.com/
Title: Re: WIP Thread
Post by: brandx0 on March 26, 2007, 06:22:37 pm
Sorry about lack of ISD screens, been refining a lot of the model right now so it's not in a totally renderable state right now (It'd look like a step backwards)

Decided to make some new sensor globes though, here's a WIP:

(http://img152.imageshack.us/img152/4451/globe2ud5.jpg)
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on March 28, 2007, 11:30:38 pm
EDIT:

New globes done

(http://img88.imageshack.us/img88/2030/renderclay021bx1.jpg)
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on March 29, 2007, 12:47:07 am
Purty. :yes:
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on March 29, 2007, 12:49:03 am
And here's what its looking like all in all:

(http://img88.imageshack.us/img88/8787/renderclay022nm2.jpg)
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on March 29, 2007, 01:20:54 am
I'm thinking it's a tad long.
Title: Re: ISD WIP (split from WIP Thread)
Post by: chief1983 on March 29, 2007, 01:33:47 am
It's just perspective.  It's to scale, look at the earlier shots.  They're all the same dimensions, but some have been said to be too short, and some too long.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on March 29, 2007, 01:48:26 am
Yeah, trust me... it's to proper scale...

EDIT: On that note, it's important to remember that my ISD is 1.6 km long, while the model used in the movie was about 4 feet long.  Thus, my camera perspective will look a little different from what you've seen. 
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on March 29, 2007, 03:04:44 am
Last one for the night probably:

(http://img219.imageshack.us/img219/6075/renderbig002jf5.th.jpg) (http://img219.imageshack.us/my.php?image=renderbig002jf5.jpg)
Title: Re: ISD WIP (split from WIP Thread)
Post by: aRaven on March 29, 2007, 03:49:05 am
very nice!

texturing should be also ^^
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on April 02, 2007, 03:50:47 am
Another WIP here for ya, bit more detail around:

(http://img224.imageshack.us/img224/3864/renderbig003xn8.th.jpg) (http://img224.imageshack.us/my.php?image=renderbig003xn8.jpg)
Title: Re: ISD WIP (split from WIP Thread)
Post by: Black Wolf on April 07, 2007, 02:18:08 pm
What are you doing turret wise for this? There are a couple of different numbers being bandied about the place:

Quote from: Star Wars Databank, on the Official Site
The Imperial-class Star Destroyer bristles with 60 turbolaser batteries, 60 ion cannon batteries, and 10 tractor beam projectors. It carries a full stormtrooper division, 20 AT-ATs, 30 AT-STs, eight Lambda-class shuttles, 12 landing barges, and six TIE squadrons.

Since its introduction, an improved model of Star Destroyer also saw action. The Imperial-II Star Destroyer is an upgraded model with increased hull shielding, and more weapons, sporting 100 turbolaser emplacements, 20 ion cannons, and 10 tractor beam projectors.

So, 120 Turrets for both the Mk I and Mk II, which actually exceeds what FS can do (AFAIK). However, Wookiepedia claims a different number:

Quote from: Wookiepedia
Imperial I-class Star Destroyer
Dual heavy turbolaser turrets (6)
Dual heavy ion cannon turrets (2)
Quad heavy turbolasers (2)
Triple medium turbolasers (3)
Medium turbolasers (2)
Numerous light turbolasers and ion cannons
Phylon Q7 tractor beam projectors (10)

Imperial II-class Star Destroyer

Octuple barbette turbolaser cannons (8)
Additional turbolaser cannons and batteries (~36)
Ion cannons (20)
Phylon Q7 tractor beam projectors (10)

 So 17 + "Numerous" for an ISD Mk I and 64 for an ISD Mk II. Any idea yet what's going to be done with this one?
Title: Re: ISD WIP (split from WIP Thread)
Post by: Flaser on April 10, 2007, 04:02:21 pm
Could you "fake" the turrets? Namely create all the models, but handle groups of them as a single turret.
Another trick I can think of is to create a laser projectile that's actually a bunch of lasers (in graphics at least), and use it as a "stream of lasers".
Title: Re: ISD WIP (split from WIP Thread)
Post by: chief1983 on April 10, 2007, 04:29:36 pm
I don't think handling them as one turret would work, unless they were all one subobject, but then they'd have to share one pivot point, so unless they were stacked on the same vertical axis (unlikely on something as flat as the ISD), I don't think that could work.  Unless I've grossly misunderstood something about how turrets work.  I'm still learning a bit.

Wikipedia seems to agree with the Star Wars Databank, but it was probably the source of that information anyway.  I'm not sure what the origin of Wookieepedia's figures is, although I tend to like it a bit more.  It doesn't create such a large gap between the Imperial capital ships in terms of armament and makes it easier to scale down the SSD's firepower without making it almost as weak as a ISD.  Does anyone know what makes starwars.com 'official' anyway?  I mean, who checks and verifies the information there?

Edit:  Just checked the SWTC, his talk about the turrets seems to agree more with the Wookieepedia information, and was probably the source of that claim.

Star Destroyer Weaponry (http://theforce.net/swtc/isd.html#weaponry)
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on April 10, 2007, 04:42:26 pm
I think the firing arcs of a Star Destroyer's turrets are directly parallel to its hull, allowing a small margin to fire up or down, depending on the location of the turrets themselves.
Title: Re: ISD WIP (split from WIP Thread)
Post by: TopAce on April 11, 2007, 06:36:08 am
At Wookieepedia, people have always debated the ISD's armament. Look at the Imperial-class's talk page. Whichever source those numbers represent, you should remember that Wookieepedia makes a sharp distinction between G-canon and C-canon. If the Star Wars databank is contradicted by a game, the databank takes precedence. We are dealing with a game mechanism vs. "what feels right" here. I think we should ignore all the canon numbers and use as many turrets that help gameplay.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on April 12, 2007, 04:52:36 am
Also note that the numbers quoted are the number of total turbolasers, not total turrets.  The ISD2 is many times quoted as having 64 turbolasers, however, All of these are contained within 8 turrets along the ventral surface, making it nearly assured that it carries other turbolasers elsewhere.  While FS2 can't support this many firing points in a turret, this is a good starting point at least for paring down these numbers into a game scale
Title: Re: ISD WIP (split from WIP Thread)
Post by: Vasudan Admiral on April 12, 2007, 05:44:48 am
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Misc/MultiTurretsInOneTrick.jpg)

^The Aeolus uses this trick for it's side mounted flak turrets. 4 meshes, 8 turrets. :)
Title: Re: ISD WIP (split from WIP Thread)
Post by: Snail on April 12, 2007, 08:06:58 am
So that's why I always screw up when I'm trying to rearm the Aeolus... :doubt:
Title: Re: ISD WIP (split from WIP Thread)
Post by: Vretsu on April 15, 2007, 03:34:58 pm
Really looking forward to this model's completion.
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on April 15, 2007, 07:50:33 pm
If all else fails, could you create all the turrets, and only use certain ones?  That way later, when SCP can handle it, they can be added on.
Title: Re: ISD WIP (split from WIP Thread)
Post by: chief1983 on April 15, 2007, 08:25:11 pm
Yeah, a lot of the stuff we're doing now seems to be part planning for the future.  Which is good, cause that's when this mod will be done.  :)

But really, that's probably not a bad idea.  They'd probably have to be part of the main mesh for now, but it shouldn't be too hard to  break them out later.  I'm more worried about this on the SSD than this model though, it sounds we might have a canon turret count that's within the limits for the ISD.
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on April 16, 2007, 11:50:32 am
Heh, heh, what the heck are you gonna do with DS I & II?
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on April 16, 2007, 12:31:08 pm
Pray?
Title: Re: ISD WIP (split from WIP Thread)
Post by: Turambar on April 16, 2007, 01:39:39 pm
Pray?

nah, prayer doesnt work. 

greeble
Title: Re: ISD WIP (split from WIP Thread)
Post by: TopAce on April 16, 2007, 02:09:02 pm
...I'm more worried about this on the SSD than this model though, it sounds we might have a canon turret count that's within the limits for the ISD.

Well, we probably won't end up with a CANON turret number. Anyway, are you sure the SCP would be able to handle it? Suppose that our SSD will have 150 turrets total. Is that within the limit? This question may be obvious for many, but I haven't been following the SCP for a really long time. Last time I checked, there was a certain limit to turrets and practically all subsystems.
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on April 16, 2007, 09:14:27 pm
Mmm, wouldn't my idea work for the SSD as well?
If all else fails, could you create all the turrets, and only use certain ones?  That way later, when SCP can handle it, they can be added on.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on May 15, 2007, 10:52:40 pm
Hey, I'm back for a while at least (hopefully for quite a while) now that my home situation has calmed down a little bit, good news came my way, so I found some time to get some work done.

(http://img91.imageshack.us/img91/9828/renderclay023cw5.th.jpg) (http://img91.imageshack.us/my.php?image=renderclay023cw5.jpg)

Some work on the trench and some more geometry optimizing.  Hope to post some more soon
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on May 15, 2007, 10:54:20 pm
I just noticed, but I think the bridge structure might be a little too long...

Good work on it though. :):yes:
Title: Re: ISD WIP (split from WIP Thread)
Post by: chief1983 on May 15, 2007, 11:36:03 pm
The scale is fine, trust me.  It's all in the perspective of the shot.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on May 16, 2007, 04:27:23 am
I'm pretty done with comments on the scale.  It's to scale perfectly with the blueprints, and any discrepancy is due to perspective.  This is the last time I'll say this
Title: Re: ISD WIP (split from WIP Thread)
Post by: aRaven on May 16, 2007, 12:56:24 pm
i trust in you ;)
Title: Re: ISD WIP (split from WIP Thread)
Post by: TopAce on May 16, 2007, 01:06:50 pm
Very nice, brandx. :yes:
Title: Re: ISD WIP (split from WIP Thread)
Post by: Scourge of Ages on May 16, 2007, 07:13:38 pm
Welcome back x, good to hear things worked out.
Excellent work on the ISD, and I doubt that anyone will care if the bridge dealy might look odd when flying past at 100mglt.
Title: Re: ISD WIP (split from WIP Thread)
Post by: DaBrain on May 18, 2007, 10:45:18 am

IIRC DaBrain INTENTIONALLY made the details pop up in his demonstration video.


And you are correct. ;)

Another in-game example of detail boxes:

http://i5.tinypic.com/2gsmw04.jpg

http://i14.tinypic.com/6gtwyvq.jpg

http://i5.tinypic.com/4r7op5z.jpg

I can't remember exactly how many polygons it had, but it was around 200k. I think slightly below 200k.
Title: Re: ISD WIP (split from WIP Thread)
Post by: Flipside on May 18, 2007, 02:39:14 pm
Thing is, when the first movie was being made, each laser shot cost something like $5000 dollars to animated, which was a lot of money to a cash-strapped Lucas. I think everything shown in Star Wars 1 was a 'stepped down' version of Lucas' dream, designed to save cash, hence why the Death Star Battle is actually pretty devoid of ships (An entire Moon-sized station with two T/F's and an experimental T/A?).

Certainly by ROTJ the firepower on the ships had upped considerably, I think that's where confusion over number of turrets first started to arise. Personally, I'd say go with the 'Game' feel of it and rack up as many as possible ;)
Title: Re: ISD WIP (split from WIP Thread)
Post by: TopAce on May 18, 2007, 03:46:50 pm
I agree. We should prioritize gameplay over canonicity.
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on May 19, 2007, 01:07:47 am
...Isn't Lucas re-releasing the original Trilogy?  If so, when?  I imagine he'll fixer the low-budget problems.  (He already fixed some of 'em... there are currently IIRC two versions out there.)
Title: Re: ISD WIP (split from WIP Thread)
Post by: TopAce on May 19, 2007, 11:33:23 am
You certainly mean the DVD re-release of the original trilogy. It's done already.
Title: Re: ISD WIP (split from WIP Thread)
Post by: Turambar on May 19, 2007, 12:01:16 pm
I agree. We should prioritize gameplay over canonicity.

actually, we're doing it based on the movies and books, so expect perhaps a little less than  the levels of firepower described in the X-Wing novels (i.e. every other star wars game put to shame).


i think that'll be a lot of fun, so dont worry about that.
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on May 19, 2007, 02:14:01 pm
You certainly mean the DVD re-release of the original trilogy. It's done already.

Ah, no... the Special Edition.  (Y'know, the one that removed the see-through Snow Speeder cockpits in SW:TESB, also removed the orange smudging under the Land Speeder in SW:ANH, and added more droids & windows to The City in the Clouds in SW:TESB.  Does the DVD re-release improve upon that even more?

Actually, he (GL) has stated his intent to re-release them all in 3D, (real 3D, you don't need glasses, and it doesn't give you a headache) so maybe more stuff coming...
Title: Re: ISD WIP (split from WIP Thread)
Post by: Scourge of Ages on May 20, 2007, 12:19:33 am
My worry:
Won't having anything approaching the level of firepower the ISD is supposed to have in this game going to make it nearly impossible to get close in a fighter, and kill 2/3rds of any warheads launched at it?
(whoo, long sentence, sorry)
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on May 20, 2007, 12:38:41 am
Actually, if they use the firepower an ISD has in X-Wing Alliance, it shouldn't be so bad. it's fairly easy to get up close to the ISD in XWA.
Title: Re: ISD WIP (split from WIP Thread)
Post by: SeanP on May 20, 2007, 12:39:26 am
My worry:
Won't having anything approaching the level of firepower the ISD is supposed to have in this game going to make it nearly impossible to get close in a fighter, and kill 2/3rds of any warheads launched at it?
(whoo, long sentence, sorry)
That's what TRD (http://starwars.wikia.com/wiki/TRD) is for ^^
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on May 20, 2007, 06:34:03 am
Does the SCP have the shield overlapping part implemented yet?
Title: Re: ISD WIP (split from WIP Thread)
Post by: Turambar on May 20, 2007, 09:32:40 am
My worry:
Won't having anything approaching the level of firepower the ISD is supposed to have in this game going to make it nearly impossible to get close in a fighter, and kill 2/3rds of any warheads launched at it?
(whoo, long sentence, sorry)

turbolasers dont track small things very well, just dont stay still.   ever.
Title: Re: ISD WIP (split from WIP Thread)
Post by: SeanP on May 20, 2007, 10:30:09 am
In all seriousness, that's actually the reason the Lancer-class frigate was created.  The defenses on Star Destroyers (big, slow, devastating guns) were best suited for fighting other capital ships - Rebel snubfighters had always been able to dodge and weave their way in up close to a Star Destroyer pretty much on a whim.  The Lancer provided a much better anti-snubfighter platform with its 20 quad laser cannons, but the high cost of the Lancer-class frigate prevented widespread deployment.

Main article here: http://starwars.wikia.com/wiki/Lancer-class_frigate
Title: Re: ISD WIP (split from WIP Thread)
Post by: chief1983 on May 20, 2007, 12:51:23 pm
Yes, and we're definitely _not_ making as puny as a XWA ISD.  It's going to be as beefed up as we can make it without affecting gameplay.
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on May 20, 2007, 12:56:50 pm
Like the ships in The Procyon Insurgency? :nervous:
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on May 20, 2007, 02:51:11 pm
Yes, and we're definitely _not_ making as puny as a XWA ISD.  It's going to be as beefed up as we can make it without affecting gameplay.

Well, if you watch, you see that they almost track fast enough.  So I would think that you'd want to make it the same way ingame -- in other words, if the pilot doesn't stay sharp, he's down to 17% hull integrity and no shields from that quadrant.

These lasers trying to get a Y-Wing, IIRC:

[attachment deleted by admin]
Title: Re: ISD WIP (split from WIP Thread)
Post by: chief1983 on May 25, 2007, 12:20:40 am
I wasn't talking about tracking, I was referring to the amount of firepower.  And there's also multiple types of weapons obviously, those aimed at capital ships and those aimed at fighters.  The ISD will have more of the former, while a lancer will have more of the latter.
Title: Re: ISD WIP (split from WIP Thread)
Post by: Wobble73 on May 25, 2007, 05:27:24 am
These lasers trying to get a Y-Wing, IIRC:

OOOHHHH!! Is that picture from in game?????


Very Pretty!!!!  :yes:
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on May 25, 2007, 07:10:53 am
Umm, no, sorry.  That's a shot from the movie.  In-game will probably look similar, I would imagine.
Title: Re: ISD WIP (split from WIP Thread)
Post by: Colonol Dekker on May 25, 2007, 07:14:00 am
At least  ;7

Hows the STTC coming, any news on the YT-2400 :D
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on May 25, 2007, 07:16:37 am
YT-1300?  Or is there another transport you're talking about?
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on May 25, 2007, 02:26:57 pm
YT-2400 is Dash Rendar's ship from Shadows of the Empire.  It's very very very very low on our list of things to do for two reasons:

1. It's expanded universe, we're focusing on things we've seen first.
2. It's a unique craft (while they did mass produce the line, we've only ever seen one in any literature: The Outrider)
Title: Re: ISD WIP (split from WIP Thread)
Post by: chief1983 on May 25, 2007, 02:52:34 pm
With BrandX working on the ISD, I'd bet it's gonna look as good as that photo.  If he finds time to get it finished.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on May 25, 2007, 03:01:32 pm
Hehe, thanks for the confidence, that's not an ISD though, that's the death star =P

As for progress, I'm nearing completion of the basic mesh.  I've gotta finish detailing the trench and then just the bridge and a little more detail on the terraces and we're done and done
Title: Re: ISD WIP (split from WIP Thread)
Post by: chief1983 on May 25, 2007, 03:14:07 pm
Well your ISD is going to be as pretty as that Death Star.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on May 25, 2007, 03:18:46 pm
Prettier actually.
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on May 25, 2007, 07:48:58 pm
Mmm, aren't the turbolaser turrets the same on both?
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on May 26, 2007, 06:12:11 am
Not really, no turbolaser towers on the ISD.  Besides, only 8 turrets were visible anyways on the model, the rest just kinda popped out wherever they felt like (don't worry, I've got some ideas on where to put them)
Title: Re: ISD WIP (split from WIP Thread)
Post by: Colonol Dekker on May 29, 2007, 10:03:53 am
YT-2400 is Dash Rendar's ship from Shadows of the Empire.  It's very very very very low on our list of things to do for two reasons:

1. It's expanded universe, we're focusing on things we've seen first.
2. It's a unique craft (while they did mass produce the line, we've only ever seen one in any literature: The Outrider)

No probs, i appreciate the reply though :)

Maybe in the future :)
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on May 29, 2007, 05:19:00 pm
Yeah, we'll see, for now we wanna focus on ships from the original trilogy mostly
Title: Re: ISD WIP (split from WIP Thread)
Post by: Colonol Dekker on May 30, 2007, 03:34:41 am
Rebel transport FTW !
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on May 30, 2007, 02:17:14 pm
Umm... K?
Title: Re: ISD WIP (split from WIP Thread)
Post by: Colonol Dekker on May 31, 2007, 03:29:55 am
Sorry i just love the shape of it :)

Anyway hows the ISD, coming (back on track)  :nod:
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on May 31, 2007, 05:53:59 am
Coming pretty well, just been working on some problems I found recently so no WIPs being as there'd be no difference to the visual eye, but trust me, there's work being done.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on May 31, 2007, 08:19:04 pm
Due to demands of a WIP screenie, here's one:

http://img528.imageshack.us/img528/7327/renderclay024iw2.jpg (http://img528.imageshack.us/img528/7327/renderclay024iw2.jpg)

Note that there are some missing faces, yes I'm aware of these, remember, work in progress.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 10, 2007, 07:16:16 pm
Updated WIP for you guys:

(http://img84.imageshack.us/img84/9247/renderclay027hb7.th.jpg) (http://img84.imageshack.us/my.php?image=renderclay027hb7.jpg)
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 11, 2007, 12:09:22 am
I know it's back to back, but hey, I've been on a warpath today:

(http://img243.imageshack.us/img243/124/renderclay028lu8.th.jpg) (http://img243.imageshack.us/my.php?image=renderclay028lu8.jpg)
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on June 11, 2007, 01:42:09 am
Not bad. Not bad at all.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 11, 2007, 02:04:18 am
Aw all I get is a "not bad?"

=P

I'm an attention whore, I know
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on June 11, 2007, 03:09:54 am
You got that from a Perpetual Noob... did you really want him to rave over it?  ;)  (No offense, Cobra!  :nervous: )
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on June 11, 2007, 01:58:48 pm
I say not bad because it's still incomplete. :P

And I'd appreciate it if people would stop going on about a stupid rank.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 11, 2007, 04:12:56 pm
Thanks jr2, I forgot about the title.  My self esteem has been restored! =P
Title: Re: ISD WIP (split from WIP Thread)
Post by: Getter Robo G on June 11, 2007, 07:00:26 pm
You all might laugh, but I got an idea for increasing the VISUAL firepower of the Imperial or SW vessels.

How about you make each turbo laser turret burst fire like 2-4 shots each time instead of 1 from EACH firing point? Would that work to impart a "hail" of laser fire?

What I am thinking is how RT has Zent Caps firing 4 beams when it's really just ONE.

A texture with 2-4 staggered bolts? Might have to play with image "size" to get right look.
Not for every turret probably, but a certain type.

Something like:

       ------
------          ------
          ------

Does that sound even remotely like a decent idea?  (I hope so)  ;)

If not sorry for the hijack and disregard this post.


Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on June 12, 2007, 12:16:27 am
I say not bad because it's still incomplete. :P

And I'd appreciate it if people would stop going on about a stupid rank.

But... It's right under your name!
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on June 12, 2007, 12:23:41 am
IT'S A GODDAMN RANK ON THE ****ING INTERNET.
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on June 12, 2007, 12:28:42 am
Usually because you did something or another... what did you do, anyways?  :nervous:
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on June 12, 2007, 01:15:01 am
You don't know when to shut the hell up, do you?

**** it, I quit. The only posts you're gonna see from me in this thread from now on are about brandx0's Star Destroyer.
Title: Re: ISD WIP (split from WIP Thread)
Post by: Black Wolf on June 12, 2007, 01:43:55 am
Christ you're twitchy today.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 12, 2007, 03:18:23 am
On the topic of ISD weapons, what I'm considering doing is instead of giving it 60 odd turrets, I'm going to go along the trench and create a bunch of invisible polies, which will be used as weapon points, giving them each 4 firing points and thus it'll be firing staggers of fire without needing to model dozens of turrets
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 12, 2007, 03:48:23 pm
Another update, more detail on the terraces near the bottom now.

(http://img211.imageshack.us/img211/8415/renderclay029ix7.th.jpg) (http://img211.imageshack.us/my.php?image=renderclay029ix7.jpg)
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on June 12, 2007, 03:51:59 pm
When do we get to see the bottom of that thing?  Or aren't you done with it yet?
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 13, 2007, 12:51:45 am
Problem is that there isn't much detail on the bottom to speak of except for around the hangar, and even less reference images.  I could put up a render of it, but it doesn't show too much honestly
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on June 13, 2007, 01:08:37 am
Front half with hangar:

(http://galactic-voyage.com/images/SW%20pics/Star%20Wars/star%20destroyer%20attacks%20T.IV2%20(2).jpg)

Obviously non-canonical hangar shot:

(http://www.strategyplanet.com/starfleet/docking_ring_site/dr_shippicture_archive/dr_sw_imperial_star_destroyer/12042000-0012impstardestroyer.jpg)

The ass-end(s) of the Star Destroyer:

(http://ying.homedns.org/upload/starwars/_STAR_WARS_EPISODE_IV-2-1.jpg)
(http://ying.homedns.org/upload/starwars/_STAR_WARS_EPISODE_IV-3-1.jpg)

And just in case... details of the ion turrets:

(http://www.scarletstarstudios.com/art/sven_pix/2007/01.09.07_11.destroyer4.jpg)

Hope this helps. :)
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on June 13, 2007, 01:52:02 am
>>nvm this post, just leaving myself a note to check the wayback machine for alderaanonline<<

EDIT: http://web.archive.org/web/*/http://www.alderaanonline.com (http://web.archive.org/web/*/http://www.alderaanonline.com)
Not sure if the pics survived, though.  :(
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 13, 2007, 02:18:16 am
Hey thanks, those help, you got any pictures from ESB or ROTJ?  It's two different SD classes and I'm going more off the latter one just because the model was far more detailed, and then making major changes for what was different.

By the way, new render, can see a little of the bottom, most of my shots have been of the top because that's what I'm working on most now.

(http://img402.imageshack.us/img402/4227/renderclay030vg5.th.jpg) (http://img402.imageshack.us/my.php?image=renderclay030vg5.jpg)
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on June 13, 2007, 11:40:30 am
I couldn't find any.

Hmm. ****in' Chinese, they took down the images. I hope you saved 'em.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 13, 2007, 04:33:47 pm
Didn't get a chance to, they were gone before I looked at the thread.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 13, 2007, 05:56:36 pm
Updated WIP:

(http://img175.imageshack.us/img175/549/renderclay031lh0.th.jpg) (http://img175.imageshack.us/my.php?image=renderclay031lh0.jpg)

Once again, more detail on the terraces.
Title: Re: ISD WIP (split from WIP Thread)
Post by: Topgun on June 13, 2007, 06:10:37 pm
now, what I want to know is, how many subobjts?
Title: Re: ISD WIP (split from WIP Thread)
Post by: Turambar on June 13, 2007, 07:52:45 pm
beautiful brandx!
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on June 13, 2007, 07:53:14 pm
now, what I want to know is, how many subobjts?

One, two, three, four... more than a half a dozen.
Title: Re: ISD WIP (split from WIP Thread)
Post by: Topgun on June 13, 2007, 08:24:37 pm
what the heck are you talking about Cobra?
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on June 13, 2007, 08:25:16 pm
You're talking about subobjects, and I see at least five or six.
Title: Re: ISD WIP (split from WIP Thread)
Post by: Topgun on June 13, 2007, 08:32:22 pm
How can you tell?
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on June 13, 2007, 11:02:42 pm
The two globes, the tractor beam generator (i think) on the bottom, the two steplike dealies, the bridge neck and the bridge, and also the 7 engine pods.

Hmm, guess I was right when I thought there were at least twelve.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 14, 2007, 06:08:26 am
How many subobjects?  a billion!

Actually, I haven't subdivided anything yet, I'll be separating those later, along with making destroyed meshes for them.
Title: Re: ISD WIP (split from WIP Thread)
Post by: Vasudan Admiral on June 14, 2007, 08:24:22 am
It's looking awesome so far - I love the greeblage. Nice work. :)

You may already be aware of this, but just in case;
It's pretty obvious that with each new subobject being rendered, you're slowing down the rendering of that ship. However, what's not as obvious is that while rendering huge numbers of polys might be a performance drain, it's a considerably bigger performance drain to render the same number of polygons if they're split over multiple subobjects.

What this means is that you have to carefully plan your detail box sizes and positions if you want to really benefit from them. You want as few of them to be visible at once as possible, but you want the ones that are visible to reveal a lot of detail without rendering stuff that's so far away that it becomes invisible anyway. How this is decided varies considerably based on the ship in question, but it comes down to: make them too big and you end up rendering a lot of detail you don't need to, effectively canceling a lot of the performance gained from the use of detail boxes in the first place, but make them too small and you'll end up having to display too many at once which could also cancel out the performance gain, and possibly add some more drain on top of that.

It's quite the balancing act really. ;)

Oh, I don't know what you're actually planning with destroyed meshes, but don't make destroyed meshes for anything that you wouldn't expect to be destroyable like for example, the dome things, turrets, engines etc. Otherwise it'll be a LOT of work for effects that are very rarely seen in game.
Go crazy with the debris mesh for sure - the results are very worth it, but destroyed subobject meshes that are there for nothing but the sake of having destroyable stuff on the hull just...isn't. :(

Anyway the ISD is still my all time favourite ship design ever and I have to say this one is looking great.
Title: Re: ISD WIP (split from WIP Thread)
Post by: Topgun on June 14, 2007, 11:35:11 am
The dome things have to be destroyed!
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 14, 2007, 05:11:37 pm
Yeah I was referring to destroyable subobjects such as turrets and the domes of course. 
Title: Re: ISD WIP (split from WIP Thread)
Post by: Topgun on June 14, 2007, 05:37:00 pm
I was talking about what VA said
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 14, 2007, 06:29:30 pm
As was I :P
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 14, 2007, 08:32:30 pm
Another WIP Shot

(http://img58.imageshack.us/img58/6320/renderclay032yz2.th.jpg) (http://img58.imageshack.us/my.php?image=renderclay032yz2.jpg)

Closeup view of the recent detail:
(http://img482.imageshack.us/img482/8653/terracesij0.th.jpg) (http://img482.imageshack.us/my.php?image=terracesij0.jpg)

And for jr2, the bottom:
(http://img72.imageshack.us/img72/2791/bottomfh2.th.jpg) (http://img72.imageshack.us/my.php?image=bottomfh2.jpg)
Title: Re: ISD WIP (split from WIP Thread)
Post by: Cobra on June 27, 2007, 01:31:07 am
Ze masses demand an update!
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on June 27, 2007, 01:59:43 am

And for jr2, the bottom:
(http://img72.imageshack.us/img72/2791/bottomfh2.th.jpg) (http://img72.imageshack.us/my.php?image=bottomfh2.jpg)

Cool.  :cool:  When are the tractor beams coming up?  :D  Impatient, I know...  IIRC, there were two main beams, plus a bunch of smaller ones.  I'll look it up if you want a reference pic.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 27, 2007, 05:48:46 am
I haven't worked on it much in the last week or so, been taking some more personal time lately.  I'll get back to it soon, maybe tomorrow.  As for tractor beams, who knows, I'll do it when I get to it.  I get bored of one area so I move to one I'm not bored of and etc.  Lets just say that by the time the model is done it'll have tractor beams
Title: Re: ISD WIP (split from WIP Thread)
Post by: jr2 on June 28, 2007, 09:22:13 pm
Great!  :D  XD 
Title: Re: ISD WIP (split from WIP Thread)
Post by: TopAce on June 30, 2007, 09:47:53 am
By the way, do you plan to do the forward missile launcher?
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on June 30, 2007, 02:28:09 pm
No, neither of the ISDs in canon have a missile launcher.  The Victory-class models will, however
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on July 10, 2007, 01:49:52 am
Add plus one WIP shot, this time another view of new detail on the terraces.

(http://img146.imageshack.us/img146/4741/detailrenderxc5.th.jpg) (http://img146.imageshack.us/my.php?image=detailrenderxc5.jpg)
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on July 10, 2007, 04:10:44 am
And just for fun... =)
(http://img54.imageshack.us/img54/1333/starryguycopyfk0.th.jpg) (http://img54.imageshack.us/my.php?image=starryguycopyfk0.jpg)
Title: Re: ISD WIP (split from WIP Thread)
Post by: Hades on July 10, 2007, 08:12:44 am
Oh nos.Its looking good Keep up the good work. :yes:
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on July 12, 2007, 05:29:00 pm
Forgot to post this one up, btw.

(http://swc.fs2downloads.com/media/screenshots/Capships/Star_Destroyers/ISD/orthorender.jpg)
Title: Re: ISD WIP (split from WIP Thread)
Post by: TopAce on July 13, 2007, 06:35:08 pm
I like this design.

I say make some more details on the sides, and its mesh would be great.
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on July 13, 2007, 06:39:42 pm
Oh don't worry, there's plenty more detail coming
Title: Re: ISD WIP (split from WIP Thread)
Post by: chief1983 on July 13, 2007, 08:28:13 pm
Yeah, he's still greebling trenches:

<Brand-X> oh greebles greebles greebles....
<Brand-X> I render you in clay
<Brand-X> oh greebles greebles greebles
<Brand-X> making greebles night and day
<Brand-X> that's my greebles song
<Turey> :D

See?  He's greebling 24/7 just for us.
Title: Re: ISD WIP (split from WIP Thread)
Post by: Black Wolf on July 14, 2007, 01:52:22 am
Sexy :yes:
Title: Re: ISD WIP (split from WIP Thread)
Post by: Bobboau on July 14, 2007, 07:48:47 am
I hope you are using detail boxes.
Title: Re: ISD WIP (split from WIP Thread)
Post by: chief1983 on July 14, 2007, 02:23:42 pm
Planning on it :)
Title: Re: ISD WIP (split from WIP Thread)
Post by: brandx0 on July 14, 2007, 02:53:12 pm
Of course I am.
Title: Re: ISD WIP (split from WIP Thread)
Post by: Scourge of Ages on July 14, 2007, 11:35:20 pm
As a Y-Wing pilot from way back, I can tell you that shot of the ISD head-on looks positively terrifying.
That's a really good thing.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 08, 2007, 09:09:28 pm
Almost time to call this necrothreaded, but Hey! New update.  More details on the upper terraces near the front.  This is damn meticulous work I tell ya...

(http://img168.imageshack.us/img168/8321/renderclay033ei4.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 08, 2007, 09:11:17 pm
Will you actually be able to skim the surfaces with your X-Wing like in the movies?  ;7
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 08, 2007, 09:11:46 pm
Damn you're quick.  Yes, of course you'll be able to skim the surface.
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 08, 2007, 09:13:26 pm
Whatddya mean I'm quick?  :lol:
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 08, 2007, 09:33:22 pm
The reply
Title: Re: Imperial Star Destroyer (WIP)
Post by: aRaven on August 08, 2007, 11:04:51 pm
more importantly is the question if the enemy AI follows you when you skim the surface instead of crashing into the ship...and will they also use big capital ships to lose opponents??

sadly the answer is no  :sigh:
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 09, 2007, 01:34:34 am
Any way to change that?   *looks for coders to bug into submission*
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 09, 2007, 05:15:51 pm
Another minor update, but just to convince you guys that the last update wasn't a fluke =)

(http://img146.imageshack.us/img146/6876/renderclay034pi8.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Shade on August 09, 2007, 05:32:41 pm
Stop that. You're making me drool on my keyboard. Even though there's clearly a lot of greebling still to be done, that is already one good looking ship :) It gives me hope that we may finally see an in-game Star Destroyer that does the movie version justice, something which all SW games so far have spectacularly failed to do. That I may finally be able to get in my fighter and set up for an attack run, only to see This (http://bragewj.com/starwars/stardestroyer.jpg) and seriously reconsider the sanity of the project I was about to embark on.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 09, 2007, 05:57:57 pm
And that's the goal =)
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 09, 2007, 06:00:00 pm
That screenshot looks remarkably like Fractalsponge's model and not the movie model, but Fractal did such a damn good job it's hard to tell the difference.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Shade on August 09, 2007, 07:24:12 pm
Wouldn't know. I just typed "Star Destroyer" on google and picked a frontal one that looked sufficiently badass ;)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on August 09, 2007, 07:25:54 pm
That screenshot looks remarkably like Fractalsponge's model and not the movie model, but Fractal did such a damn good job it's hard to tell the difference.

Actually no, that's a movie model. One of the handmade ones, I believe.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Dr. Nick on August 09, 2007, 07:49:51 pm
Hmm, the first day in my quest to find a SW flight sim in a modern engine and I see a post on SW Rebellion about this project. I gotta say, the models look awesome so far. I nearly thought I was looking at fanfilm models for a minute  :D

Can't wait to see that ISD in its full glory  :D
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 09, 2007, 08:33:17 pm
:welcome:

Thanks for dropping by!  We got mentioned on SWR eh?  Cool.

Hmm...Turambar's doing...what was that about a low profile eh?
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 09, 2007, 09:09:59 pm
With sites like Digg, Stumble Upon, etc, etc, how can you possibly keep a low profile on a topic that's popular?
Title: Re: Imperial Star Destroyer (WIP)
Post by: DiabloRojo on August 09, 2007, 10:52:06 pm
I'm hoping that a sufficient majority of people understand how far up [brandx0's awesome] ISD goes in LA's rear and intend to keep sickeningly awesome projects like this as low-key as possible...

I've lurked drooled over the threads here so much that the possibility of a C&D scares the crap out of me.  :shaking:
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 10, 2007, 03:36:05 am
Well, honestly, what LA and whoever is responsible for BSG & Wing Commander etc, etc, should do, is allow these mods to go forward unchecked, and even allow us to use the music & perhaps the voice actors if they feel like donating.

When the finished product comes out, they should then turn to their game developers, point at us, and say "These folks are unpaid fanboys, and they created this in their spare time.  Whatever you come up with had better be at least two times better for us to even consider letting you create it.  Or we find someone else."  Well, that's what they should do, if they cared more than a plugged nickel about the end user... 'course, we know they probably don't, or are just clueless in general.
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 10, 2007, 05:11:59 am
Sadly that's what happens when the games industry is run by marketing and stock owners instead of people who like to play games as well as make them.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Turey on August 10, 2007, 02:43:05 pm
When the finished product comes out, they should then turn to their game developers, point at us, and say "These folks are unpaid fanboys, and they created this in their spare time.  Whatever you come up with had better be at least two times better for us to even consider letting you create it.  Or we find someone else."  Well, that's what they should do, if they cared more than a plugged nickel about the end user... 'course, we know they probably don't, or are just clueless in general.

You know how many 3D game modelers would break down crying if they had to try to make a better BSG than Omni's/ISD than BrandX's or risk losing their job?  :nod:
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 10, 2007, 03:02:45 pm
Oh that'd be funny.  very very very very funny.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 10, 2007, 05:02:27 pm
Another Update:
(http://img68.imageshack.us/img68/2854/renderclay035wg0.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: DiabloRojo on August 10, 2007, 09:07:15 pm
You know how many 3D game modelers would break down crying if they had to try to make a better BSG than Omni's/ISD than BrandX's or risk losing their job?  :nod:
I think they would start up their own corporate espionage departments.  They own the rights to the likenesses after all, so they could steal 'em.

"Our spies have managed to infiltrate the modding community and have brought us some disturbing information on new developments in the modeling sector... Many bothans died... to bring us this information (http://home.comcast.net/~strykeman/pics/brandx0_ISD.gif)."

Sorry, I'm sure this doesn't belong here but I couldn't resist loading that render into photoshop to play with it.  The text can be translated too... :nervous:
Title: Re: Imperial Star Destroyer (WIP)
Post by: Tempest on August 10, 2007, 09:49:46 pm
They wouldn't legally have the right to do that, since brandx actually made the model. The IP infringement is a whole other deal. If we use all our own stuff, music and sound effects included, we stand on much firmer legal ground. Sadly, we don't have a musician or SFX artist. But since we're using their whole universe, they have every right to C&D us. Hopefully they won't.

Oh. And to get back on topic, yes, the ISD is wonderful. It may take a long time, but once it's finished, we've got 7 ships (all these star destroyer variants) near completion from just one mesh. It's worth it.
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 11, 2007, 04:14:58 am
blackhole?  I thought you guys were going to contact him when you got around to the music bit.  You did read that thread, didn't you?
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 11, 2007, 04:22:13 am
Well he's also said he's busy and might not be able to do it.  Until we've got someone who says they're committed to it, it's still up in the air as far as we're concerned.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 11, 2007, 03:58:50 pm
Another update for ya guys

(http://img58.imageshack.us/img58/7607/renderclay036su2.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Dr. Nick on August 11, 2007, 04:40:27 pm
That's a tasty Star Destroyer :P
Title: Re: Imperial Star Destroyer (WIP)
Post by: Turambar on August 11, 2007, 04:41:26 pm
SSD = Sexy Star Destroyer
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 11, 2007, 05:26:55 pm
(http://img245.imageshack.us/img245/1120/winamp2007081117333034bm6.th.jpg) (http://img245.imageshack.us/my.php?image=winamp2007081117333034bm6.jpg)(http://img521.imageshack.us/img521/5492/winamp2007081117442376zi8.th.jpg) (http://img521.imageshack.us/my.php?image=winamp2007081117442376zi8.jpg)(http://img337.imageshack.us/img337/8619/winamp2007081117442517qw2.th.jpg) (http://img337.imageshack.us/my.php?image=winamp2007081117442517qw2.jpg)(http://img170.imageshack.us/img170/9274/winamp2007081117442625zu7.th.jpg) (http://img170.imageshack.us/my.php?image=winamp2007081117442625zu7.jpg)(http://img54.imageshack.us/img54/1229/winamp2007081117333240oi2.th.jpg) (http://img54.imageshack.us/my.php?image=winamp2007081117333240oi2.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Lt.Cannonfodder on August 13, 2007, 01:08:35 am
They wouldn't legally have the right to do that, since brandx actually made the model.

They can. And they do. At least two examples I know of where LucasFilms/Arts has snatched other people's SW related work.
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 13, 2007, 01:44:05 am
Snatched or stopped?
Title: Re: Imperial Star Destroyer (WIP)
Post by: Lt.Cannonfodder on August 13, 2007, 04:49:22 am
Snatched. Howard Day's Legacy-class Star Destroyer design was taken by an artist hired by LucasFilms and he was told he'd get sued for damages if he tried to pursue his rights.

And as for the latest case, go watch the Force Unleashed trailer. Anyone here think they actually modeled that high-detail Star Destroyer seen in the very beginning? No. It's fractalsponge's fantastic model he gave away for free, and now they are using for profit.
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 13, 2007, 05:20:34 am
Ok, well, we can definitely make sure that doesn't happen until we're done...  Use WASTE (http://waste.sourceforge.net/) (link to homepage on sourceforge).  Info, see page on wikipedia here (http://en.wikipedia.org/wiki/WASTE).  They couldn't break through that in a million years.  XD  I've heard it rivals military stuff.  ;7
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 13, 2007, 02:34:40 pm
Just lacking the legal clout to fight that didn't make it legal.  Of course that's something you have to worry about, not everyone always plays fair.  But my guess is, if he had challenged it, he should have one.  If that destroyer was indeed an original design, I can't imagine they'd really be legally entitled to it.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Shade on August 14, 2007, 07:36:47 pm
Yeah, they can't legally claim ownership over other people's work, no matter what it's based on. They can only prevent them from publishing it.

The latter of course is still the concern, but they'd be stupid to actually make use of that right - Stuff like what you're doing here is the only thing that can keep interest in SW spacesims alive until they eventually get around to making another one themselves, so in the long run shutting you down would only hurt their bottom line. So here's to hoping there's at least one person in LucasArts who still has some common sense left.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Wobble73 on August 15, 2007, 04:30:18 am
So here's to hoping there's at least one person in LucasArts who still has some common sense left.

And here's hoping that that one person has enough clout at LucasArts to say something in your favour so that C&D letters aren't issued!
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 15, 2007, 04:47:33 am
This talk of bad stuff is getting depressing.  Let's keep this thread on topic.  We're not too worried about it, so that's all there is to it for now.  Go back to complementing Brand on his awesome work!
Title: Re: Imperial Star Destroyer (WIP)
Post by: Wobble73 on August 15, 2007, 04:49:52 am
Yeah! Good work BrandX, how are developments going???
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 15, 2007, 02:36:43 pm
This is how it's coming

(http://img66.imageshack.us/img66/7827/terraces3hp7.jpg)

JOYGASM!
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 15, 2007, 02:50:34 pm
Freaking ow... :eek2:
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 15, 2007, 05:33:44 pm
And more yet!
Quote
[15:19] <@chief1983> MAWR GRAEBLES!!!!!!!11!!!!!ONEEXCLAMATION

(http://img521.imageshack.us/img521/7651/renderclay037sf4.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 15, 2007, 05:43:14 pm
Okay guys, had to do some optimizing so it looks a little different, but don't worry, almost done.  I like this new version even better! Lost a little bit of detail in the optimization, but for the most part it looks pretty good I think.

Updated Render (http://swc.fs2downloads.com/media/screenshots/Capships/Star_Destroyers/ISD/render1.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Axem on August 15, 2007, 05:45:12 pm
That still has too many polygons for that amount of detail. I don't know if anybody's computer could even take one. I mean, yeesh, we all don't need to be Battleplanet Galaxy or whatever.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Scourge of Ages on August 15, 2007, 07:57:23 pm
(Edited back to the original version because it threw off the flow)

I wouldn't worry about polies too much yet, there's been alot of talk about why they aren't system killers. Besides, it's a Star Destroyer. There aren't going to be very many opportunities to see more than one at LOD0 all at once.
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 15, 2007, 08:03:31 pm
I wouldn't worry about polies too much yet, there's been alot of talk about why they aren't system killers. Besides, it's a Star Destroyer. There aren't going to be very many opportunities to see more than one at LOD0 all at once.

-----------WHOOOOOOOOSH!!!!>>>
Scourge's head ->> :blah:
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 16, 2007, 01:58:02 am
:confused:  He's absolutely right.  What are you on about?
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 16, 2007, 02:01:51 am
Brand's post was a joke.  And Axem's reply was a continuation of that joke.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 16, 2007, 03:15:20 am
You're not supposed to tell them it's a joke chief, that's it, your so out of my secret club.
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 16, 2007, 03:23:38 am
OK, I'm deleting my post, you guys do the same.  After they are all gone, I'll delete this one.  Go!  :nod:
Title: Re: Imperial Star Destroyer (WIP)
Post by: Scourge of Ages on August 20, 2007, 01:27:45 am
(And finally, Added because I finally got the joke a week late.)

Okay guys, had to do some optimizing so it looks a little different, but don't worry, almost done.  I like this new version even better! Lost a little bit of detail in the optimization, but for the most part it looks pretty good I think.

Updated Render (http://swc.fs2downloads.com/media/screenshots/Capships/Star_Destroyers/ISD/render1.jpg)
ZOMGORZ!!1!!1!!
CHECK THAT OUT!!
My compy's gonna have a heart attack!!!1!
Are you sure that's even legal!???!!!1/??!!!??!!!!!!?!
and so on and so forth...
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 20, 2007, 02:18:56 am
Took you long enough hehe.
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 20, 2007, 02:55:07 am
OK, I'm deleting my post, you guys do the same.  After they are all gone, I'll delete this one.  Go!  :nod:

Ah, fuhgetaboudit.... :doubt:
Title: Re: Imperial Star Destroyer (WIP)
Post by: maje on August 20, 2007, 07:40:04 pm
You know, I've been keeping an eye on this thread and am pretty impressed with the progress thus far made to the ISD, but where the heck is the tractor beam array on top of the bridge superstructure that sits between the two sensor domes?  I just want to make sure that you haven't forgotten about that one!   :p
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 21, 2007, 03:11:47 am
Of course not.  There are two versions of the star destroyer, the Mark I and Mark II and there are differences between the two in the turrets, bridge and tower structure on top.  This model is going to be the base for both versions, and so I'll be doing all the details that are common between the versions first, and then splitting it into the two versions mentioned, as well as several others, so the tower array will of course be there, but it'll be different depending on which star destroyer you'll be facing in the mission, or both in some cases
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 22, 2007, 10:04:30 am
Hmm.  :drevil:  ISD devs looky here, I think you'll find it quite helpful:

13.81 MB (http://www.megaupload.com/?d=MBOEMI62)

If questions arise, remember that the filename is TFU_TT
And please remember that Linux is case-sensitive.  ;)
VLC Media Player should work nicely on the larger file, if you don't have another player that supports flv format.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Turambar on August 22, 2007, 10:55:54 am
(http://i16.tinypic.com/642fjiv.jpg)

DUN DUN DUN Dun DA-DUN Dun DA-DUN
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on August 22, 2007, 11:09:59 am
Needs textures and an asteroid field. :P
Title: Re: Imperial Star Destroyer (WIP)
Post by: maje on August 22, 2007, 08:00:31 pm
Of course not.  There are two versions of the star destroyer, the Mark I and Mark II and there are differences between the two in the turrets, bridge and tower structure on top.  This model is going to be the base for both versions, and so I'll be doing all the details that are common between the versions first, and then splitting it into the two versions mentioned, as well as several others, so the tower array will of course be there, but it'll be different depending on which star destroyer you'll be facing in the mission, or both in some cases

Oh Thank God, you had me worried there for a sec. In that case, keep going on this piece of awesomeness!  :lol:
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 23, 2007, 12:17:26 am
Pretty much every ship Brand claimed in the shiplist, besides the TIEs, is probably a variant of the Star Destroyer.
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 23, 2007, 02:07:55 am
@jr2, so, what's your point with the vid and stuff?  Are you trying to start another IP theft flamewar?  Don't make me hurt you if you are.  j/k
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 23, 2007, 03:22:14 am
What's IP theft?  No, silly.  It's to help you with the details.  :p  PM me if you need clarification... nvm, I'll PM you.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Turambar on August 26, 2007, 08:02:44 am
(http://i18.tinypic.com/4zkqdxl.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 26, 2007, 12:02:19 pm
Damn...I wish I'd picked up that Star Wars OST at the flea market today...on vinyl.  :)  Then I could spin up the Imperial March.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Starman01 on August 26, 2007, 12:50:30 pm
Awesome :eek2: 

This will be a pain texturing :)
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 26, 2007, 06:30:29 pm
Not really, a ton of the detail is in the model itself.  It'll be just filling in some smaller details and larger sections can be tiled
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 27, 2007, 01:35:00 pm
:eek2: 
/me drools.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Turambar on August 29, 2007, 02:39:55 pm
(http://i14.tinypic.com/4ouszzd.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on August 29, 2007, 02:56:30 pm
hawt.
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 29, 2007, 05:12:20 pm
Little GIMPing I did today.

[attachment deleted by admin]
Title: Re: Imperial Star Destroyer (WIP)
Post by: MarsNeedsWomen on August 29, 2007, 05:48:46 pm
(http://i14.tinypic.com/4ouszzd.jpg)

We're doomed! :D
Title: Re: Imperial Star Destroyer (WIP)
Post by: akenbosch on August 29, 2007, 06:50:02 pm
whats the second thing? (been years wince ive seen SW)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on August 29, 2007, 07:49:21 pm
/me lols

Seriously, read the rest of the forum. that's a corellian corvette.
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 29, 2007, 08:06:23 pm
HAHAHAHA

whats the second thing? (been years wince ive seen SW)

It's as millions of voices suddenly cried out in terror, WTF is akenbosch smoking.
Title: Re: Imperial Star Destroyer (WIP)
Post by: StarSlayer on August 29, 2007, 10:21:42 pm
Oh I feel like i killed braincells just reading that. :blah:

The 'vette and the Imperator look really spiffy, bang up job all around

C'mon Tura now that you have the parts you know you want to render the Wedge "Moon Tractor Manuerver"
Title: Re: Imperial Star Destroyer (WIP)
Post by: Turambar on August 29, 2007, 10:47:31 pm
i'd love to, but im still not too great with particles.

also, i don't have a spare moon lying around.
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 30, 2007, 12:53:43 am
...There was one around someplace, I remember it, and I watched the preview.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on August 30, 2007, 01:27:15 am
That was no moon!
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 30, 2007, 01:31:33 am
/me stabs Cobra in the face

No!  Bad joke! Bad!
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on August 30, 2007, 10:56:14 am
:(
Title: Re: Imperial Star Destroyer (WIP)
Post by: akenbosch on August 30, 2007, 06:30:04 pm
HAHAHAHA

whats the second thing? (been years wince ive seen SW)

It's as millions of voices suddenly cried out in terror, WTF is akenbosch smoking.

amount of years since i've seen SW: 6.

episodes i've seen: 1
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on August 30, 2007, 06:52:12 pm
Quote from: akenbosch
amount of years since i've seen SW: 6.

episodes i've seen: 1

Talking for the sake of talking: Priceless
Title: Re: Imperial Star Destroyer (WIP)
Post by: aRaven on August 30, 2007, 09:30:40 pm
could we get back on topic please?
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on August 30, 2007, 10:12:59 pm
Not until brand posts another WIP shot.  Until then, this thread is pretty much fair game, as there's not really anything else to talk about right now.
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on August 30, 2007, 10:22:15 pm
Tide you over

EDIT:
(http://i9.tinypic.com/5x82v7n.jpg)

EDIT2: Hmph.  That doesn't look as good as it does in full-screen.

[attachment deleted by admin]
Title: Re: Imperial Star Destroyer (WIP)
Post by: Wobble73 on August 31, 2007, 04:02:47 am

EDIT2: Hmph.  That doesn't look as good as it does in full-screen.

I'll take your word for it!  :P

 :D
Title: Re: Imperial Star Destroyer (WIP)
Post by: DiabloRojo on September 05, 2007, 12:58:17 am
Did someone say nerdgasm?   :shaking:

(http://home.comcast.net/~strykeman/pics/brandx0_ISD2.jpg)

If I can't 'em it in-game [yet], at least I can play with 'em in photoshop...
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on September 05, 2007, 08:20:32 pm
Hmm.  :drevil:  ISD devs looky here, I think you'll find it quite helpful:

13.81 MB (http://www.megaupload.com/?d=MBOEMI62)

If questions arise, remember that the filename is TFU_TT
And please remember that Linux is case-sensitive.  ;)
VLC Media Player should work nicely on the larger file, if you don't have another player that supports flv format.

Better Idea: Get it here (http://www.gametrailers.com/player/21861.html) (download linky to bottom left of vid preview) in 720p HD.  :drevil:
Title: Re: Imperial Star Destroyer (WIP)
Post by: StarSlayer on September 06, 2007, 05:48:20 pm
Saw this linked on SFM and thought of you guys:

http://www.3dscifi.com/forums/showthread.php?t=1322

Its a Mk I ISD dunno if your doing the MK II, but should be usefull ;)
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on September 06, 2007, 06:53:29 pm
He's doing both, but those pics should definitely be useful, since all of those are such iconic ships, the more detail the better.  Thanks for the tip.

Edit:  I managed to save all of those to my hard drive, I'll keep checking to see if he adds any more.  Hopefully I can package them to give to whoever needs them.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on September 11, 2007, 11:28:07 am
MOAR UPDATES!
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on September 11, 2007, 01:48:43 pm
Brand is busy.  He should have more free time in a few weeks, hopefully he can use some of that to help out here.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 11, 2008, 06:03:54 pm
Well, bit of an update.  I've been looking through my ISD file lately, trying to get back into it, and I think I've come to an unfortunate decision.

When I started this model, I hadn't touched anything 3D in almost 7 years, now looking at the file I can see my clumsyness after a few of the other models I completed.  As such, I believe it may be neccesary to restart the model.  The geometry simply has become to clumsy to efficiently finish, and when it comes time to LOD, Detail Box, or Normal map it there simply won't be any possibility of separating the neccesary parts.

It sucks to say, but it's the honest truth.

So in the next few days I'm going to restart, and trust me, now that I'm back in the swing of things and have my head screwed on straight I'll be able to make it way better than my last attempt.  Consider the original a prototype, now it's time to make it work.

Thanks for your patience with this model, I've been working on it for almost a year now and I hate to see that work to go to waste, but hey, it's not.  That's like saying that 4 years of university was a waste because you didn't make any money doing it.  This was a great learning experience.

Oh, and by the way...
:necro:
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on March 11, 2008, 07:09:25 pm
That's a real shame to hear, hopefully the next one is more enjoyable to work with though, which would lead to it getting done even sooner!
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 12, 2008, 04:58:21 pm
Well, Work has officially begun on the new ISD
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 13, 2008, 07:15:26 pm
Okay, so here we have a little WIP shot of where it's looking now.  I'm taking a different approach to detailing this time, putting it in when needed as opposed to waiting till the end.  It should speed up the process.

(http://img399.imageshack.us/img399/3219/newrender004ul4.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Titan on March 14, 2008, 09:19:35 am
neat-o. keep it up.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 16, 2008, 03:42:07 pm
Another little update on progress.  Damn this is going fast
(http://img134.imageshack.us/img134/6030/newrender006bw1.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on March 16, 2008, 03:43:16 pm
Very nice! :yes:
Title: Re: Imperial Star Destroyer (WIP)
Post by: Titan on March 17, 2008, 06:58:06 am
hey, you know those hangars in Battlefront 2? the ones on the sides? are those canon or just 'in there'?
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 17, 2008, 08:13:47 am
I haven't played Battlefront 2, so I'm not sure what you're talking about, but canon-wise, the ISD only has 2 hangars, both of which are on its belly.

Oh, by the way, update:

(http://img143.imageshack.us/img143/7316/newrender007xe2.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Shade on March 17, 2008, 08:22:48 am
Looking good. The raised parts of the main hull seem to be better aligned than on the old version, where their angle was a bit off. I didn't really mind that, but this is definitely better. And a quick piece of opinionating: I don't care if this ends up with over 100.000 polys or what, in my opinion the ISD is the signature ship from Star Wars, and the more detailed the better :) If my comp can't handle it, my next one will, and I can always turn down the detail level until it's smooth anyway. A highly detailed ISD is about as close as any SW game/mod can come to a 'killer app' in the ship department.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 17, 2008, 08:31:18 am
I don't think it'll quite hit 100k polies, but it'll be pretty high (The last one at its level of detail was just over 25k I believe, can't remember off the top of my head.)

Thanks for the encouragement, the main reason for me restarting was because I wasn't too happy with the work done on the last one, but this one, however, it proving to be far more efficient to work on, given that this time, I remember what I'm supposed to do.

New update in the next day or two
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on March 17, 2008, 10:08:37 am
Yup, it's nice to see it not only taking form, but also taking detail so quickly.  Keep it up!
Title: Re: Imperial Star Destroyer (WIP)
Post by: Shade on March 17, 2008, 10:10:33 am
And the great thing is texturing it will be a breeze. Star destroyer white... how hard can it be? :p
Title: Re: Imperial Star Destroyer (WIP)
Post by: Alan Bolte on March 17, 2008, 11:53:40 am
Nice, fast work.

The battlefront hangers appear to exist solely for gameplay purposes, although one might suppose there was a relatively rare ISD subclass with such hangars. On a related note, there might be a hanger near the nose on the ISD2, depending on what you think this (http://www.cloudster.com/Sets&Vehicles/SWstarDestroyer/StarDestroyer041.jpg) is.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Titan on March 17, 2008, 11:58:34 am
that looks like all the other SW ships, just a lot of little bits of junk and stuff thrown together... i remember seing a picture, among the stuff on the SSD was a little plastic soldier...  ;)
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 19, 2008, 07:56:40 am
Well, here's an update.  Got a lot of work done on the bottom.

(http://img187.imageshack.us/img187/7891/newrender008fu1.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 19, 2008, 06:42:10 pm
And did some stuff on the bridge too.

(http://img214.imageshack.us/img214/8884/newrender009pu6.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on March 19, 2008, 07:38:51 pm
Oh god that looks sexy. D:
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 19, 2008, 09:02:14 pm
Thanks, you look really good today too.  But what did you think of the model...?
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on March 19, 2008, 10:17:17 pm
:lol:
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 19, 2008, 11:12:36 pm
It has engines now.  Wow, I've only been working on this new model for 6 days and it's already this far.

(http://img219.imageshack.us/img219/9559/newrender010hi4.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Turambar on March 20, 2008, 12:31:54 am
**** you, brand-x, for making me feel so noobish

(half of a fifth of rum in me)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on March 20, 2008, 12:32:47 am
I'm amazed at his progress. :D
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 20, 2008, 01:28:05 am
Thanks for the support Turambar =P

Don't worry, I had a head start, I've been doing some form of computer graphics for almost 20 years now.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on March 20, 2008, 01:39:43 am
You've been doing computer graphics since you were 3? :P
Title: Re: Imperial Star Destroyer (WIP)
Post by: Flipside on March 20, 2008, 02:35:26 am
He was a demon on Etch a Sketch ;)

Awesome looking model BrandX, makes me wish I had more time to do my 3D stuff.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 20, 2008, 04:01:50 am
My Dad started teaching me AutoCAD when I was 5, and I said almost 20 years
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on March 20, 2008, 09:08:22 am
He was a demon on Etch a Sketch ;)

WIN!   OMG WIN!  ROFLMAO! :wakka:
Title: Re: Imperial Star Destroyer (WIP)
Post by: Shade on March 20, 2008, 05:23:17 pm
Wow, that's fast. All it needs now is about 20.000 greebles and maybe a normal map and it's done :p Oh, and guns. Big guns.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on March 20, 2008, 05:29:29 pm
Hehe, don't worry, the guns and greebles are coming up next
Title: Re: Imperial Star Destroyer (WIP)
Post by: Titan on April 04, 2008, 02:34:51 pm
I like big guns.  :hammer:
Title: Re: Imperial Star Destroyer (WIP)
Post by: Snail on April 05, 2008, 05:34:06 am
That's a hammer.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Titan on April 05, 2008, 08:09:46 am
 :beamz:

Happy?
Title: Re: Imperial Star Destroyer (WIP)
Post by: Jeff Vader on April 05, 2008, 08:32:33 am
:beamz:

Happy?
(http://img214.imageshack.us/img214/1382/facepalm2ly3.jpg)
No...
Title: Re: Imperial Star Destroyer (WIP)
Post by: Snail on April 05, 2008, 09:13:25 am
Is that you? Nice tie.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Titan on April 05, 2008, 07:00:23 pm
No, it's Steve Jobs (http://www.youtube.com/watch?v=-YnKVRb_LDM)   :D
Title: Re: Imperial Star Destroyer (WIP)
Post by: starlord on April 24, 2008, 11:04:07 pm
I don't know where it stands as far as continuity is concerned guys, but what do you think of the pellaeon star destroyer? Also, if you plan on putting in an eclipse, do you also plan on putting in the sovereign class?

Also, since it's much closer to the project timeline, there's a ship referred to as giel's flagship.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on April 25, 2008, 01:28:42 am
Updates? :nervous:
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on April 25, 2008, 05:19:43 am
I don't know where it stands as far as continuity is concerned guys, but what do you think of the pellaeon star destroyer? Also, if you plan on putting in an eclipse, do you also plan on putting in the sovereign class?

Also, since it's much closer to the project timeline, there's a ship referred to as giel's flagship.

Pellaeon is a cool ship, but it won't be built until a hundred years or so after our project timeline, so likely a no.  An eclipse is probable, Sovereign is harder being as there are no official pictures of it except for one silhouette.

Giel's flagship is kinda weird, and taken from a comic book, due to unrelable sources probably not coming anytime soon.

Updates? :nervous:

Life.
Title: Re: Imperial Star Destroyer (WIP)
Post by: starlord on April 25, 2008, 05:24:27 am
Hmm, and what about the eclipse 2? Although it's not that different fom the 1 (and IMO the 1 was better looking).

Also, is the eclipse 2x the length of an executor or am I mistaken?
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on April 25, 2008, 01:28:21 pm
It's shorter, the executor is 19 km long, eclipse is 17.5 km, though the eclipse has a lot more bulk to it, it's probably about twice the volume and weight.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Cobra on April 25, 2008, 02:14:14 pm
Lies. The Executor is 17.5km. :nervous:
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on April 25, 2008, 09:59:09 pm
Well, according to the official Star Wars Databank and Wookiepedia, the Executor is 19 km long.
Title: Re: Imperial Star Destroyer (WIP)
Post by: starlord on April 26, 2008, 03:29:18 am
Actually (even though I know there's a LOT of contradictions here) I thought the eclipse was larger than the executor.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Shade on April 26, 2008, 09:24:56 am
It doesn't matter. This is the ISD thread, so stop posting until there's an actual update so I don't keep getting my hopes up only to be disappointed :p
Title: Re: Imperial Star Destroyer (WIP)
Post by: BS403 on April 26, 2008, 09:43:37 am
the eclipse is larger volume wise, but not length wise
Title: Re: Imperial Star Destroyer (WIP)
Post by: starlord on April 26, 2008, 10:06:09 am
Hmm, so this leviathan is not all "mortals abandon hope" like as in the empire's resirection comic. Good to have pointed this out, thanks!
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on April 26, 2008, 01:36:24 pm
Hmm, so this leviathan is not all "mortals abandon hope" like as in the empire's resirection comic. Good to have pointed this out, thanks!

I don't understand you...
Title: Re: Imperial Star Destroyer (WIP)
Post by: starlord on April 27, 2008, 03:41:45 am
This vessel was said t inspire fear and dispair in the comic, yet it's less long than an executor... I simply find this curious.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Shade on April 27, 2008, 09:27:38 am
You mean 17.5km isn't enough to inspire fear and despair? A nuclear tipped ICBM is only around 20m long and yet they succeeded admirably at both fear and despair at certain times during the cold war.
Title: Re: Imperial Star Destroyer (WIP)
Post by: starlord on April 27, 2008, 12:03:11 pm
True, but I find the executor to be more awe-inspiring: If it wasn't for the superlaser of the eclipse, then...
Also, is the armour of an eclipse stronger than the executor? This thing supposedly rammed ships without damage.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on April 27, 2008, 12:34:18 pm
The Eclipse is slightly shorter than an Executor.  It's a helluva lot bigger in every other way though, remember that.  Besides, the Eclipse was designed to inspire fear and terror, the Executor was too, remember?  They were both designed around the same time as well.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Titan on April 28, 2008, 11:46:40 am
regardless, for me the executor is sexier. it's kinda like, comparing an el camino to one of those classic mustangs...
Title: Re: Imperial Star Destroyer (WIP)
Post by: Getter Robo G on April 29, 2008, 06:39:57 pm
IDK anything about the design, but if they sacrificed some interior room you could have KILOMETERS of thick armor reinforcement.

I don't think many ships would handle being rammed by a giant solid chisel (taking minimal to no real damage itself). Oh and it has a DSL to boot...  :lol:

Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on April 29, 2008, 06:47:49 pm
I don't think many ships would handle being rammed by a giant solid chisel (taking minimal to no real damage itself). Oh and it has a DSL to boot...  :lol:

What does high speed internet have to do with either ramming OR footwear?
Title: Re: Imperial Star Destroyer (WIP)
Post by: starlord on April 30, 2008, 03:39:36 am
I just recalled the back of the "forces of corruption" star wars game: You could see a fleet of ISDs, an executor in the background, and something elso far darkier (an eclipse) behind the executor. The eclipse seemed larger than the exec, but of course I could be wrong.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Turambar on April 30, 2008, 04:43:12 am
I just recalled the back of the "forces of corruption" star wars game: You could see a fleet of ISDs, an executor in the background, and something elso far darkier (an eclipse) behind the executor. The eclipse seemed larger than the exec, but of course I could be wrong.

their executor is about 1/3 normal size if not less.

you can only really use Star Wars games from before '99 for any sort of reference.  they just seemed to stop caring then.
Title: Re: Imperial Star Destroyer (WIP)
Post by: BS403 on April 30, 2008, 10:00:44 am
regardless, for me the executor is sexier. it's kinda like, comparing an el camino to one of those classic mustangs...

if the executor is the el camino and the mustang is the eclipse
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on April 30, 2008, 05:40:22 pm
regardless, for me the executor is sexier. it's kinda like, comparing an el camino to one of those classic mustangs...

if the executor is the el camino and the mustang is the eclipse

You know, when I first read that sentence, I didn't think of it being possibly intended any other way.  Only reading your response did it even occur to me he might have meant the executor was the mustang.  Frakkin pony cars.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Killer Whale on May 29, 2008, 05:02:46 am
How do i get one? (the origianal i mean, the new one isn't built yet to my understanding)
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on May 29, 2008, 09:44:51 am
The original wasn't finished.  I had to restart due to some complexities in the model that I couldn't continue with on the old one.
Title: Re: Imperial Star Destroyer (WIP)
Post by: HelDM on May 29, 2008, 11:14:25 am
*browses the pages of this thread to find all the updated

general opinion: "DAMN THAT ENGINE WASH MUST STRETCH FOR MILES!" :D
Title: Re: Imperial Star Destroyer (WIP)
Post by: Killer Whale on May 31, 2008, 05:33:00 am
One thing, your not going to allow these ships a 299 792 458 m/s afterburner are you?!
Title: Re: Imperial Star Destroyer (WIP)
Post by: Titan on May 31, 2008, 07:51:09 am
you mean the jump to lightspeed? i dunno....
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on June 01, 2008, 05:25:55 pm
I don't get it...
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on June 02, 2008, 12:26:56 pm
I think for lightspeed you'd just modify the jump effect to produce a SW style jumpout/in
Title: Re: Imperial Star Destroyer (WIP)
Post by: colecampbell666 on June 02, 2008, 06:20:25 pm
Updates?
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on June 02, 2008, 06:22:31 pm
Here:

(http://img78.imageshack.us/img78/733/newrender011qa1.jpg)
Title: Re: Imperial Star Destroyer (WIP)
Post by: Titan on June 02, 2008, 06:24:27 pm
when are you planning to add the huge turbolazer mounts?  ;7
lookin good.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on June 02, 2008, 06:29:12 pm
This model is proceeding in stages, the first stage is getting a basic hull, the second is to split it off into 2 models, one for the ISD I and one for the ISD II.  The Turrets will come in the second stage
Title: Re: Imperial Star Destroyer (WIP)
Post by: starlord on June 03, 2008, 01:02:53 am
no real changes hull-wise between the 1 and 2, are there? Also, are you going to use this for the tector?
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on June 03, 2008, 01:07:06 am
the ISD 1 has a bit of an underbite, different greebles on the bridge, a different comm tower, different engines, different turrets and different sensor domes (The current engines, comm tower, and sensor domes are there just to give it the impression of being a fuller star destroyer, they're all from the ISD 2)


And yes, I'll be using this for the tector, I'll be removing the hangar bay and beefing up the armour a little bit.
Title: Re: Imperial Star Destroyer (WIP)
Post by: starlord on June 03, 2008, 01:14:02 am
Engine differences? I never noticed. :confused:
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on June 03, 2008, 01:20:50 am
The ISD 1 has flaps sticking out the back as baffles, while the ISD2 has an extra ring section directing the exhaust
Title: Re: Imperial Star Destroyer (WIP)
Post by: starlord on June 03, 2008, 01:30:12 am
Just a question, I don't want to flame, but do you really think the tector exists? What if the fact that the hangar wasn't displayed was just a mistake? It happened sometimes in starwars. (Of course, I could be wrong... but those reasons made you redimension the executor and eclipse and cross out supposed designs like the sovereign and giel's ship).
Title: Re: Imperial Star Destroyer (WIP)
Post by: chief1983 on June 03, 2008, 01:41:55 am
Just a question, I don't want to flame, but do you really think the tector exists?

Heresy!  Actually, whether it was a filming goof or whatever, doesn't matter to me, I just like the excuse for another variant of the ship.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on June 03, 2008, 01:45:43 am
As far as I'm concerned, if it's referenced elsewhere (which it is, in the Incredible Cross Sections book) then it exists.

And we didn't resize the eclipse, and we are using the official length for the executor, 19 km.
Title: Re: Imperial Star Destroyer (WIP)
Post by: starlord on June 03, 2008, 01:48:31 am
oh, one thing: Will we get to say hello to atmospheric missions, walkers, and all?
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on June 03, 2008, 03:04:06 am
Atmospheric missions are a goal far off on the horizon.  Walkers are, as far as I know, not possible in the current freespace engine.  If someone can come up with a way to make them work, I'll be the first one to step up and model an AT-AT
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on June 03, 2008, 03:36:34 am
Well, come 3.7.0, Goobler's doing FPS support, so... xD
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on June 03, 2008, 03:40:32 am
Well when that comes, I'll get an AT-AT ready hehe
Title: Re: Imperial Star Destroyer (WIP)
Post by: starlord on June 03, 2008, 06:23:24 am
If the 158th is planning ground tanks, I suppose walkers can't fit in because they are animated objects, right?

Is there a possible way to animate objects in FS?
Title: Re: Imperial Star Destroyer (WIP)
Post by: ShadowGorrath on June 03, 2008, 07:31:27 am
That model looks amazing. Now even I'm interested in getting it.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Vasudan Admiral on June 03, 2008, 07:58:58 am
If the 158th is planning ground tanks, I suppose walkers can't fit in because they are animated objects, right?

Is there a possible way to animate objects in FS?
Yes, but the kind of animation required here would be very difficult to do at all, and exceedingly difficult to do well.

It's not impossible, but certainly not yet practical.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on June 03, 2008, 02:35:56 pm
It'd be great if we had animation support in POFs, then you could just animate a walk cycle for your model and have the program look it up from the file.  Alas I don't think that'll happen
Title: Re: Imperial Star Destroyer (WIP)
Post by: ShadowGorrath on June 03, 2008, 02:47:56 pm
Use an ANI on the legs, so that it looks like it's walking? Hmm... Wouldn't work. It'd keep moving that animation even if it stops, and etc... So as all of you say, animated models. He wait ! You can do rotating subsystems, right? And turrets rotate/turn on hostiles? Make it a turret ( like the ones on the Orion ) without a firing point. Or a targeting laser.
Title: Re: Imperial Star Destroyer (WIP)
Post by: brandx0 on June 03, 2008, 03:09:08 pm
Rotating subsystems are one thing, but for something complex like a walk cycle, that's a lot of scripting to hand rotate every joint.  In addition, there's also the problem of whether the engine can even figure out how to make the model stay on the ground and handle terrain.
Title: Re: Imperial Star Destroyer (WIP)
Post by: jr2 on June 04, 2008, 02:33:12 am
FreeSpace = Descent (sometimes)  .. they share some code (there is still some Descent code in FS).  And yes, Descent3 had walkers, treaded tanks, and other interesting things.
Title: Re: Imperial Star Destroyer (WIP)
Post by: starlord on June 04, 2008, 02:42:37 am
Yeah, I guess but there's still somewhat of a gap that has to be bridged.

However, when it's done, FS will truly be gorgeous. Imagine being able to fly into the bowels of the death star 2 à la descent or take out walkers in hoth...

Especially since this might get used elsewhere; Might be a good idea to use this procedure on "indestructable" shivan heavy units like the hara or the gargant, a bit like the karnak which is a step forward.
Title: Re: Imperial Star Destroyer (WIP)
Post by: TopAce on June 04, 2008, 04:05:27 am
...Imagine being able to fly into the bowels of the death star 2 à la descent...

That may not be a bad idea, but that would require a huge frame-per-second-eater DS interior model.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Herra Tohtori on June 04, 2008, 05:11:26 am
...Imagine being able to fly into the bowels of the death star 2 à la descent...

That may not be a bad idea, but that would require a huge frame-per-second-eater DS interior model.

Or cleverly tiled detail boxes on a lower poly framework extending from the "completed" section of the station.
Title: Re: Imperial Star Destroyer (WIP)
Post by: Titan on June 04, 2008, 07:00:54 am
[tangent] It's so nice to always see the new post thing in this board now [/tanget]