Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: --Steve-O-- on April 11, 2007, 05:49:55 pm
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Meet the Federal Navy's Hyperion class Frigate
its due to be maybe a tad longer than the iceni, top speed of 35 Meters/Second (i think thats the mesure of speed in freespace... correct me if im wrong), multiple pulse cannon and flak batteries, 4 AAA beams 4 frontal beams (2 straight 2 slash...to many beams gets annoying i think), missile and bomb launchers and comes with fighter bay and a bar for cocktails, or beer!
inspiration came from B5's Omega class, i always loved that tin can.
excuse the texture job, its only there to get a very basic idea of a paint job
(http://i67.photobucket.com/albums/h308/t64smyhotrod/Hypirion.jpg)
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Very good for a first try, IMO (not that I can say anything because the best thing I've done on my few attempts in TS was like taka's fighter).
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Great start, but I don't like the rotating section. Too B5ish for my tastes (and only needed if they don't have gravity). If you need to keep it how about adding another cross section and maxe it an X ? 4 would look cooler than two IMHO...
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Nice, a very nice Omega inspired ship :yes: Even has a touch of wing commander in it :yes:
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actually the rotating section has a good story in my head.
...utilization of a rotating section while an old design concept has been used to good effect in the Hyperion. It creates artificial gravity, greatly reducing the need for power hungry gravity plating, serves as a platform for the ships medium range sensor arrays giving them an outstanding feild of view. It also acts as a centrigual power generator that powers most of the secondary subsystems leaving the main reactor free to deliver more power to the engines (allowing for a speeds up to 35 Mtr/Sec), weapons as well as other primaries.....
tinkered with the X config....didn't feel right.
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never use the word centrifugal if youre trying to be scientific.
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Not bad, I like it. Reminds me a lot of B5. :)
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ok....lith, can you UV map individual parts, save them as objects, load them into you scene texture them then stick them on the model and call it gravy? or does the whole model have to be UV maped at the end and then textured?
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ok....lith, can you UV map individual parts, save them as objects, load them into you scene texture them then stick them on the model and call it gravy? or does the whole model have to be UV maped at the end and then textured?
Yes, but it depends on how many separate texture maps you want to have. The less maps the better.
A single fighter with one uv map can end up with three texture maps. Diffuse + Glow + Shine.
A cap ship with multiple uv maps would require some thought. Combine as many parts as possible on the least amount of uv maps. You can also look through the media-vp's to see how others have approached it.
Nice ship ;)
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:yes:
Amazing for a first try. Keep up the good wor. I love the design.
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Thank you much! :)
i'll post some better pics once i get further along with it.
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It looks like the Navy Frigate of Colony Wars 2 and 3. Same centrifugal rotation parts, similar engines and similar overall shape.
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hmmm.....never played that one...
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Well I can ensure you that it look like a HTL conversion, really.