Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on March 07, 2007, 06:35:39 am
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(http://www.imagewoof.com/view_thumb/98ce0617/Armageddon.jpg) (http://www.imagewoof.com/view_image/98ce0617/Armageddon.jpg)
I prolly used too much repeats, but I was thinking using this for a base texture layer.
Actually, given the size of that thing I should probably approach it as I would do a capship :D
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A) That's too big to be a bomber :p That thing is the size of a small cruiser :p
and
B) Yea, too many repeats :)
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ya..it's bigger than an ursa..allmost twice the length.
Naturally, you can't launch that from a destroyer.. A heavy carrier is the only ship that can fit it in the fighterbay (door) ;7
Methinks I shall halve the number of repeats
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oh dear that thing has a really big gun
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It's the Flying BrickTM!
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Mental. I'm quite impressed :)
IMO it's too detailed/'busy' for a base layer, though.... at least the way I'm thinking of doing base layers, anyways, where the base is just colouration and things like plating are manually drawn.
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oh dear that thing has a really big gun
Whoa, that's a big gun! (http://fringespace.org/downloads/sounds/LOGA058.WAV)
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Whoa that thing is huge. What bomb does it carry? That stuff the Archangel lobs?
I like the pilot configuration. Most superbombers have a 30 foot giant for a pilot.
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Maybe its main secondary weapons are Kamikaze fighters launched from the missile bays. :lol:
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It's a ultimate bomber of a sort...
The Claymore I made som time ago used 8 Redeemer Cannons as it anti-cap weapons (nearly non-existant secondary capacity).
The Armageddon is bigger and has 5 missile bays (on the model, it will have 3 banks in-game) and the addition of 2 Redeemer Cannons, 4 (I may add more) "standard" forward guns (Prometheus S) and 5 defensive turrets.
The missiles the Archy carries are too big even for this bomber tough - it will carry Judgment Day torpedos (2-3 are enough to take out a destroyer - and my destroyers have more HP)
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@TrashMan: Can you make the FS equivalent of the modern-day AC-130 Spectre (http://www.google.com/search?q=ac-130+spectre+video)? ;7
AC-130 dropping countermeasures (http://www.youtube.com/watch?v=3mIEIZ2x1JE) :cool:
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AC-130 dropping countermeasures (http://www.youtube.com/watch?v=3mIEIZ2x1JE) :cool:
It looks like a normal C-130, I can't see the barrels of the various weapons on the side.
*runs*
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AC-130 Spectre (http://www.google.com/search?q=ac-130+spectre+video)? ;7
I'm not going to do all your work for you. :p
EDIT: Oh wait, soz... you're right, the decoys are from a normal C-130... Of course, the AC-130 would look the same, except with guns. Does anyone know if there's a vid with an AC-130 dropping "angel flares"?
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There is one out there..you might try googling for it...
But this is friggin impressive:
http://www.bofunk.com/video/1796/gatling_gun.html
This so tempts me to make a new version of my Thundrbolt bomber..especially now that you cna make the gun rotate in SCP :D
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Don't resist too hard... ;)
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Works in game (with all the trimmings :D)
(http://img246.imageshack.us/img246/5027/screen0006jn7.th.jpg) (http://img246.imageshack.us/my.php?image=screen0006jn7.jpg)
(http://img260.imageshack.us/img260/6043/screen0008dd2.th.jpg) (http://img260.imageshack.us/my.php?image=screen0008dd2.jpg)
Just one problem - a specific texture (the one I use for missile launchers) just doesn't want to appear - it shows up in PCS and Modelview32 but not in the game. And I tried everything - triplechecking the colur depth, converting into other formats (tga, dds) - nothing works.. the damn texture just doesn't want to appear!
P.S. - another strange thing, red_glow doesn't appear in teh game (that's what happened to both of my Athenas) but red_glow_small does appear - and both of them are in the media vps and both are tga's.. strangeness...
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That's your Thunderbolt, right?
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No, the Thunderbolt looks quite like the A-10. This is hte Armageddon.. Now anyone have a clue as to what could be the cause of the missing texture?
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Just one problem - a specific texture (the one I use for missile launchers) just doesn't want to appear - it shows up in PCS and Modelview32 but not in the game. And I tried everything - triplechecking the colur depth, converting into other formats (tga, dds) - nothing works.. the damn texture just doesn't want to appear!
What happens if you open up a debug FRED, and place the model on the grid?
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Just one problem - a specific texture (the one I use for missile launchers) just doesn't want to appear - it shows up in PCS and Modelview32 but not in the game. And I tried everything - triplechecking the colur depth, converting into other formats (tga, dds) - nothing works.. the damn texture just doesn't want to appear!
What happens if you open up a debug FRED, and place the model on the grid?
Warning: Couldn't open texture 'tercoc01'
referenced by model 'Armageddon.pof'
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 3056
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fred2_open_3_6_9_debug.exe 005a90cc()
fred2_open_3_6_9_debug.exe 005aa64f()
fred2_open_3_6_9_debug.exe 00536029()
fred2_open_3_6_9_debug.exe 0045611f()
fred2_open_3_6_9_debug.exe 00456e77()
fred2_open_3_6_9_debug.exe 00455fa8()
fred2_open_3_6_9_debug.exe 0043ef27()
fred2_open_3_6_9_debug.exe 009ba821()
fred2_open_3_6_9_debug.exe 009b9d04()
fred2_open_3_6_9_debug.exe 009b7859()
fred2_open_3_6_9_debug.exe 009b7d45()
USER32.dll 77d48709()
USER32.dll 77d487eb()
USER32.dll 77d4c00e()
USER32.dll 77d4c034()
------------------------------------------------------------------
Sez the same thing about hte initglass texture and about hte green_glow and red_glow_small
However all the stuff it listed it opens..
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What are the dimensions of the textures in question? If they are in DDS, you might be encountering the dimensions-are-not-power-of-two problem.
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most are pcx.. the dds one are correct in size. But all the textures it spouts an error about work normally in-game??? Wierd I know....
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Just an odd thought... try deleting the ship's IBX file, then letting it regenerate a new one. I've encountered a few glitches with models, where the changes to the pof weren't being passed down to the ibx.
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The Armageddon is an anti SJ torpedo....
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Just an odd thought... try deleting the ship's IBX file, then letting it regenerate a new one. I've encountered a few glitches with models, where the changes to the pof weren't being passed down to the ibx.
ibx?
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The files created in the cache folder... I've no idea what they are, some sort of model optimized for quick loading is my best guess.
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didn't work either...dammit!
I'll just change the texture to something else..