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Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: Topgun on June 20, 2007, 12:03:22 pm

Title: the death of a tie...
Post by: Topgun on June 20, 2007, 12:03:22 pm
unfortunately I haven't been able to fix all the errors on the tie. so I am giving up on it for awhile. instead I am going to work on the interceptor. but I was thinking since we have TIEs already, why don't make a different fighter? ps this won't happen again, I know what went wrong... and next time I WILL keep back ups...
Title: Re: the death of a tie...
Post by: brandx0 on June 20, 2007, 02:08:40 pm
That's okay, we've all been there, I know with my ISD I had to nearly start from scratch when I was half done due to corruption.  From there I learned to make backups, now I have a save file for every major change from start to finish.
Title: Re: the death of a tie...
Post by: chief1983 on June 21, 2007, 01:51:24 pm
Sorry to hear about it, hope the TI goes more smoothly then, and transfers easily back to a new TF maybe :)
Title: Re: the death of a tie...
Post by: Topgun on June 21, 2007, 03:21:06 pm
Sorry to hear about it, hope the TI goes more smoothly then, and transfers easily back to a new TF maybe :)

That's what I am hoping. but are you sure I should do tie's? you already hve some.
Title: Re: the death of a tie...
Post by: Turambar on June 22, 2007, 07:50:17 am
Sorry to hear about it, hope the TI goes more smoothly then, and transfers easily back to a new TF maybe :)

That's what I am hoping. but are you sure I should do tie's? you already hve some.

the ones we have are old and low-poly.

eventually we will replace all of our ships with modern SWC developed, very accurate versions.
Title: Re: the death of a tie...
Post by: brandx0 on June 22, 2007, 03:05:39 pm
With the reformation of the project we all kind of agreed that it would be a good place to just start fresh, that way we can make sure we have high quality, accurate models for everything.
Title: Re: the death of a tie...
Post by: chief1983 on June 22, 2007, 09:38:54 pm
I'm of the agreement that the TIES could be better, but he's actually got a point too, the TIEs we have are some of the nicest older models I think, and they were made from scratch, not imports from XWAU or something.  The ones we have now would at least be ok for FREDding, since I believe they all have proper firing point layouts and wouldn't need more than a model name change down the line.  So Topgun, if you want to do something else for now, feel free to check out the list in the Private forum, but keep in mind we will be redoing the TIEs at some point if you don't now.
Title: Re: the death of a tie...
Post by: Topgun on June 28, 2007, 03:40:37 pm
Please tell me you don't have a slave I...

I want to do it if it's alright with you.
Title: Re: the death of a tie...
Post by: chief1983 on June 28, 2007, 04:08:53 pm
We don't, but it's near the bottom of our priority list, as it's such a rare ship.  The list I'm referring to, and that you have access to now, is in the private forum here:  http://www.hard-light.net/forums/index.php/topic,46525.0.html (http://www.hard-light.net/forums/index.php/topic,46525.0.html).
Title: Re: the death of a tie...
Post by: Topgun on June 28, 2007, 04:59:33 pm
ok, the y-wing then.
Title: Re: the death of a tie...
Post by: spartan_0214 on June 28, 2007, 05:00:59 pm
You guys oughta include the TIE/D (Defender), and some Uglies (combinations of Incom and Seinar ships) varying from TIE-Wings and DIE-Wings. Wait, before I go further, do you guys have a ship list that you could show me?
Title: Re: the death of a tie...
Post by: Topgun on June 28, 2007, 05:04:25 pm
about the y-wing, the turret on top of the cockpit, will it be a gun point or an AI turret?
Title: Re: the death of a tie...
Post by: Topgun on June 28, 2007, 05:05:45 pm
You guys oughta include the TIE/D (Defender), and some Uglies (combinations of Incom and Seinar ships) varying from TIE-Wings and DIE-Wings. Wait, before I go further, do you guys have a ship list that you could show me?
ships that we are going to do, are doing or are done?
Title: Re: the death of a tie...
Post by: chief1983 on June 28, 2007, 06:40:14 pm
Well, I guess there's nothing too terribly private in this post, so here's what I had on the internal forum so far:

Quote
A-Wing:  Mostly completed by Turambar

Corellian Corvette:  Hi-Poly model being made by Turambar, still in mesh stage

Corellian Gunship:  In the works by Black Wolf

ISD, VSD, other similar destroyers:  being made by brandx0, still in mesh stage

Escape Pod:  I'm doing what I can --Chief

Bulk Freighter:  Karma's old mesh being textured by Black Wolf

Container:  From Bulk Freighter, probably also being done by Black Wolf

TIEs:  Current models from KARMA are probably the nicest old stock we have, but are currently being redone by Topgun

Gallofree transport:  bs403 is reportedly working on this

X-Wing, Z-95:  either Turambar or Brandx0 wants it after their current models

Dreadnaught:  Turambar has shown interest in this one

Mon Cal Cruiser:  a liberty (winged) style being made by broadbean supposedly




Other ships still needed:

B-Wing
Y-Wing
More Freighters and containers
Starbases
Lambda Shuttle
Nebulon B Frigate
Combat Utility Vehicle
T-Wing
R-41
Gunboat
Assault Transport
Escort Carrier
YT-1300
YT-2400
Death Star
Super Star Destroyer
Eclipse Star Destroyer
Death Star 2
Mines
Non-ISD style destroyers
Slave 1
Title: Re: the death of a tie...
Post by: Black Wolf on June 28, 2007, 11:44:45 pm
Got bored during the downtime...

The poly errors on the panels are the result of shoddy construction techniques, so I'll probably just eliminate those panels and redo them, plus I need to add the guns and actual twi engines at the rear. It's 5000 polies now, some of which I'll lose in optimizing, but probably regain when I build the guns and engine. Once I finish , I'll just be releasing it onto the forums for someone to texture. I'm not particularly interested in the TIEs, so whoever wants it can have it (or not, if the case may be).

BTW, the ball cockpit is a separate model, so we can reuse it for other TIEs

[attachment deleted by admin]
Title: Re: the death of a tie...
Post by: brandx0 on June 29, 2007, 03:31:12 am
Something looks off with the proportions, as if the cockpit is too big for everything else...  Have you tried matching it up with blueprints?
Title: Re: the death of a tie...
Post by: Black Wolf on June 29, 2007, 04:17:18 am
Nope. I mostly did it by eye. I can shrink the cockpit if need be.
Title: Re: the death of a tie...
Post by: chief1983 on June 29, 2007, 04:35:58 am
Here's a good ortho view that I would trust to be pretty close.

[attachment deleted by admin]
Title: Re: the death of a tie...
Post by: Topgun on June 29, 2007, 10:09:57 am
Got bored during the downtime...

The poly errors on the panels are the result of shoddy construction techniques

actually, it was the way I converted it to cob, I used the OLD way of doing it and not Vasudan Admiral's way.

I feel  :(

you see, the only way I could have fixed it was if I RE-BUILT it. there is no way to get it back from cob to blender.
Title: Re: the death of a tie...
Post by: colecampbell666 on June 29, 2007, 10:41:10 am
You could probably find some base and even high poly models at eaw.filefront.com (http://eaw.filefront.com), although you'd have to convert them to .pof.
Title: Re: the death of a tie...
Post by: spartan_0214 on June 29, 2007, 05:05:08 pm
Well, I guess there's nothing too terribly private in this post, so here's what I had on the internal forum so far:

Quote
A-Wing:  Mostly completed by Turambar

Corellian Corvette:  Hi-Poly model being made by Turambar, still in mesh stage

Corellian Gunship:  In the works by Black Wolf

ISD, VSD, other similar destroyers:  being made by brandx0, still in mesh stage

Escape Pod:  I'm doing what I can --Chief

Bulk Freighter:  Karma's old mesh being textured by Black Wolf

Container:  From Bulk Freighter, probably also being done by Black Wolf

TIEs:  Current models from KARMA are probably the nicest old stock we have, but are currently being redone by Topgun

Gallofree transport:  bs403 is reportedly working on this

X-Wing, Z-95:  either Turambar or Brandx0 wants it after their current models

Dreadnaught:  Turambar has shown interest in this one

Mon Cal Cruiser:  a liberty (winged) style being made by broadbean supposedly




Other ships still needed:

B-Wing
Y-Wing
More Freighters and containers
Starbases
Lambda Shuttle
Nebulon B Frigate
Combat Utility Vehicle
T-Wing
R-41
Gunboat
Assault Transport
Escort Carrier
YT-1300
YT-2400
Death Star
Super Star Destroyer
Eclipse Star Destroyer
Death Star 2
Mines
Non-ISD style destroyers
Slave 1

Wait, are you guys keeping the story to the Rebellion? If so, :raspberry: ; if not. . . I wonder....
Title: Re: the death of a tie...
Post by: Black Wolf on June 29, 2007, 06:47:49 pm
Got bored during the downtime...

The poly errors on the panels are the result of shoddy construction techniques

actually, it was the way I converted it to cob, I used the OLD way of doing it and not Vasudan Admiral's way.

I feel  :(

you see, the only way I could have fixed it was if I RE-BUILT it. there is no way to get it back from cob to blender.

I meant the poly errors on my TIE, not yours :)
Title: Re: the death of a tie...
Post by: Topgun on June 29, 2007, 06:55:01 pm
never mind then. :nervous:
Title: Re: the death of a tie...
Post by: chief1983 on June 29, 2007, 06:57:32 pm
I believe for the moment we were going to be focusing on the Original Trilogy, and possibly post-rebellion EU, since there's not a lot of recent games to tap that area, and the staff is more interested in it than the new trilogy.
Title: Re: the death of a tie...
Post by: Topgun on June 29, 2007, 07:09:23 pm
about the y-wing, the turret on top of the cockpit, will it be a gun point or an AI turret?
Title: Re: the death of a tie...
Post by: chief1983 on June 29, 2007, 07:19:26 pm
Right, my bad, forgot about that question.  It should be a AI turret I believe.  Should make things interesting.
Title: Re: the death of a tie...
Post by: TopAce on June 30, 2007, 09:55:10 am
Why won't our current TIE Defender do? I tested it ingame, and it looks great.
Title: Re: the death of a tie...
Post by: Tyrian on June 30, 2007, 11:49:21 am
Right, my bad, forgot about that question.  It should be a AI turret I believe.  Should make things interesting.

But isn't that turret a pair of ion cannons fixed forward?
Title: Re: the death of a tie...
Post by: chief1983 on June 30, 2007, 12:12:43 pm
Ok I was thinking there was another turret, I might have been thinking about the Lambda shuttle or something.  I think the decision for ai turret or player firepoint was still undecided.  As far as the games have had it before, I think it tends to be a locked forward ion cannon, but I'd like to know if there are any OT or EU canon references that say it is, or has to be one way or the other.
Title: Re: the death of a tie...
Post by: Scourge of Ages on June 30, 2007, 01:22:41 pm
By my interpretation, the Y-Wing was a two-seater craft. When there were two people, the "copilot" would man the ion turret, when there was only the pilot, the ion turret would be fixed foreward or possible aimable seperately by the pilot via whatever interface.
I believe in the book X-Wing: Starfighters of Adumar, Wes Janson (I think) was referred to as a skilled tail gunner, possibly in snowspeeders or Y-Wings.
Btw, thats a great book for referring to tail-gunning. Not pictures or anything, just referring to it.
Title: Re: the death of a tie...
Post by: brandx0 on June 30, 2007, 02:30:43 pm
From the Star Wars Wiki (Edited for fluff):

Quote
There were two common designs during the height of the Galactic Civil War, as well as other less common variants.

BTL-S3 Y-wing
The BTL-S3 was a two-man strike fighter. The weapons systems officer typically operated the ion cannon turret when needed.

BTL-A4 Y-wing
The BTL-S3 was supplanted in most services by the BTL-A4, which was crewed by a single person. The ion cannon turret was typically locked forwards in this design, although some pilots chose to lock it facing aft for extra cover. In addition, this variant boasted much greater endurance (as much as three times greater) over its earlier predecessor, but was penalized with less powerful shields and loss of accuracy in the ion cannon.
Title: Re: the death of a tie...
Post by: chief1983 on June 30, 2007, 02:47:43 pm
We could possibly include both versions, on a mission where for some reason, we want the pilot to have a copilot, for dialogue and stuff, and the ai could control the turret then, and other times we just have the single seater version with guns locked forward.  I think it'd be interesting to pursue.  We'd need cockpits that reflect both the single and two-seater versions.
Title: Re: the death of a tie...
Post by: brandx0 on June 30, 2007, 03:00:56 pm
Yeah, actually expanding on that I'd love for us to make minor modifications to some of our models and flesh out different variants of the fighters.  FS2 would have us believe that whenever we have a niche that isn't filled we just make a new fighter, instead of upgrading or modifying a current one.  Star Wars, however, in the EU has a number of variants of certain fighters.
Title: Re: the death of a tie...
Post by: chief1983 on June 30, 2007, 04:24:57 pm
Well that's also because FS2, being a game, wanted to wow us with new ships, and get the awe factor.  In the real world, we know that's not always true, as the military constantly makes different variants of a tried and true design, which Lucas was aware of at one point.  Basing his ship combat on WWII tactics, I think the influence for variants also stems from that.  Look at the Spitfire, there were probably over a dozen production variants and at least as many that never quite made it to production.  Many parts of the Star Wars universe show similar traits for reusing the old, until you get to the new trilogy of course, where they didn't even bother using the old at all.  I'm of course referring to the lack of all previously imagined Old Republic era starships, and instead how Lucas decided to create all new ones.  /rant
Title: Re: the death of a tie...
Post by: Black Wolf on July 01, 2007, 02:57:05 am
Fixed the poly errors by redoing the panels and resized the cockpit. Just need to do the engines now before I can release it.

[attachment deleted by admin]
Title: Re: the death of a tie...
Post by: chief1983 on July 01, 2007, 03:11:17 am
Maybe it's just the angle, but now the panels look pretty thick.  But I'm definitely happy with the cockpit to panel size ratio now.

edited for spelling
Title: Re: the death of a tie...
Post by: Black Wolf on July 01, 2007, 06:03:20 am
Panels shrunk to 65% width and I did the engines. Once I've confirmed that it's going to be OK the way it's built (i.e. as a series of separate objects rather than one unified mesh - which I'm really hoping will be OK, because booleaning it together will probably mess it up and cost a lot of polies) I'll release it for someone to UV and texture.

5208 Polies BTW

[attachment deleted by admin]
Title: Re: the death of a tie...
Post by: Black Wolf on July 01, 2007, 11:36:05 am
This is the TIE as it exists now. VA tells me that a few intersections shouldn't cause major problems, so I'm posting this version for final approval before I fiddle around attatching everything and minimizing the intersections it does have so as to make UVing/texturing easier. If anyone wants to volunteer to UV or texture it, now would be an awesome time to do so.

[attachment deleted by admin]
Title: Re: the death of a tie...
Post by: chief1983 on July 01, 2007, 02:08:06 pm
The panels look a lot better now.  I think it looks great, although a couple of things.  I'm curious what the poly count is probably going to finish as, because if there's room for a little more detail, I think seeing it used on the ball would be great, like the ingress/egress hatch for instance.  It has some rather large portions of detail on the models that I'd love to see in the mesh as opposed to just the texture.  But if the count is already getting too high don't worry about it.  The other thing, the ion drive exhausts seem a tad long.  Keep up the good work.
Title: Re: the death of a tie...
Post by: spartan_0214 on July 01, 2007, 03:40:25 pm
Great, only I have one problem with it: Where are the aft Ion Drive exhaust ports?
Title: Re: the death of a tie...
Post by: Topgun on July 01, 2007, 07:32:25 pm
Why can't I model that fast? oh, wait, thats why...
Title: Re: the death of a tie...
Post by: chief1983 on July 01, 2007, 08:42:30 pm
I think those are the darker gray stubs on the rear image spartan.  That's what I was referring to being a bit long.

Also Topgun, I'm guessing he's got a little more experience than you.
Title: Re: the death of a tie...
Post by: Black Wolf on July 02, 2007, 04:21:13 am
They are, and you're right, they will be shortened.

TopGun - It's just a matter of practice dude - a few months of use in one program and you inevitably improve. A few years and you inevitably get fast.  And speed is largely irrelevant, given the overall speed most FS mods move at. ;)
Title: Re: the death of a tie...
Post by: TopAce on July 02, 2007, 05:58:39 am
Good model, BW. As always.

A little bit off topic, but what's the status of your gunship?
Title: Re: the death of a tie...
Post by: chief1983 on July 02, 2007, 06:48:10 am
I'm not certain, but I think he wanted to have the new turret code before he messed with it, since it has some odd turret angles that don't work currently.  Animated at least.
Title: Re: the death of a tie...
Post by: spartan_0214 on July 02, 2007, 01:04:37 pm
I think those are the darker gray stubs on the rear image spartan.  That's what I was referring to being a bit long.

Yea, a bit...
Title: Re: the death of a tie...
Post by: Black Wolf on July 02, 2007, 02:43:13 pm
Good model, BW. As always.

A little bit off topic, but what's the status of your gunship?

UVed but Unturreted and awaiting texturing.
Title: Re: the death of a tie...
Post by: Black Wolf on July 03, 2007, 06:36:10 am
The panels look a lot better now.  I think it looks great, although a couple of things.  I'm curious what the poly count is probably going to finish as, because if there's room for a little more detail, I think seeing it used on the ball would be great, like the ingress/egress hatch for instance.  It has some rather large portions of detail on the models that I'd love to see in the mesh as opposed to just the texture.  But if the count is already getting too high don't worry about it.  The other thing, the ion drive exhausts seem a tad long.  Keep up the good work.

Send me some pics with exactly what you want and I'll see what I can do.