Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Polpolion on June 30, 2007, 07:31:24 pm
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EDIT 5-16-08: :bump:
Man, it's getting harder and harder to find this thread. :p
Well, just to say I'm not dead. For anyone who even remotely cares, I'm just now entering the phase of the project that is most likely going to kill it. Yep, I've finished the first draft of the story, which includes all command briefings and mission descriptions. IMHO it's shaping up really nicely. :) All thats left to do is go through it and make edits, remove plotholes and stupid things. The total mission count looks like it will be about 24, and if I feel like it once I finish those missions, I can add some filler missions to beef it up.
I've also finished drawing concept art for all of the ships, as well. It should be around 35 or so, and some ships will have some different variants, so that will bring the total up to about 40. With my trusty sketchup, I believe this is fairly do-able. The hard part is going to be figuring out how to texture these. I think I've gotten heirarchy figured out, but if anyone knows of any really simple walkthroughs on the crudest forms of texturing, that'd be appreciated. :)
And, well... Assuming I can figure out how to do all of this stuff, I'm hoping to finish modeling/texturing by late next summer. Depending on when I finish that, the balancing should be done mid-summer to fall, and depending on when that's done, I should be done FREDing the following summer (2010). I'm not going to say excpect a release late 2010, but that's my best estamite, assuming all goes well.
EDIT 2-03-08: I've gotten the models to sorta work. I can even get the textures to show up in PCS and stuff, it's just that in FRED the model doesn't show up at all. I can't remember if I tried -jpgtga or anything like that at all, but I will. Anyway the issue with the killed meshes and stuff is fine, it's just that some of the faces don't show up, even when I know their correct. I'll look into that more later, and hopefully my texturer knows how to make the texture issues work.
I'm probably gonna be finishing up with the story next week, assuming TAP doesn't flood me with stuff to do. Once I'm done with that, I might want one or two people to look it over and try and find plotholes and stuff. So I'm opening another position for "storyline proofreader".
----POSITIONS CURRENTLY OPEN----
Story "proofreaders"
-You're not going to be proofreading as much as looking over things
and making sure they make sense and are logical.
-# of positions: 1 to 2.
-Moderately required. Previous story writing preferred, but by all means not necessary.
Sketchup converters
-Can convert sketchup models into cobs with as little borking as possible
upon my request.
-# of positions: 0 to 1.
-Not very required. Only apply if your bored and have nothing better to do.
EDIT 1-25-08: Blurgh.... It's been a while since an update. Well, I've gotten a fair amount more of story written out. I've even dabbled in some texture creation, although it's really crappy (Hopefully my texturer hasn't jumped ship :p). I even have a few sound effects now, too; unfortunately they all sound like popcorn popping.
I'm going to be opening a new position and closing another. I will no longer be looking for a modeler (not that anyone volunteers, anyway), but anyone who can take sketchup models and export to pof or cob without killing the model is now needed. I don't mean POFing it, just get it ready to POF and stuff. For some reason, I can't get sketchup or truespace to like me when exporting. Goes crazy with meshes and stuff.
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*orig post
I am currently working on a half-total conversionish for Freespace. If you know what the Blank Mod is (kudos to you if you have! It had like five downloads!), that style of gameplay will be incorporated into it, except in a universe that I am making up. I don't know what it will be called yet though.
Basically, the gameplay will feature capital ships and stronger anti fighter defenses more. Fighters will be a little bigger than in normal Freespace, but much quicker and more maneuverable. Instead of being able to take down this game's equivalent of destroyers with a handful of bombers, you are going to need at least two wings of bomber-gunships (gunships will be discussed later) support, a few fire-support frigates, and multiple escort fighter wings. Almost all weapons now are ballistic, except for some small beam weapons.
I've gotten as much done as I can without the ships. I currently have some concept art (if you can call it that) for about eight ships right now. None too detailed. I have the weapons.tbl and armor.tbl written up currently. I don't think I'll be changing too much else unless I change my mind. Ship classifications are pretty much as it is in RL:
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Maneuver craft (I call them this because they rely on maneuvering to survive, plus the term strike craft is over-used and could be potentially confusing):
Fighter type:
Fighters
Bombers
Corvette types (essentially mega fighters):
Fighters
Bombers
Frigates (some):
Escort
Strike
Patrol (these will be generally AAA, but patrol will be slower, but have longer sensor range)
Capital Ships:
Destroyer
Cruiser
Battleship
Fire support ships:
Frigates (the rest):
Missile/bombard
Beam support
Destroyers
Missile/bombard
Beam support.
-------------------------------------------------------------------------
Now the story:
(If you've read that story of mine in the art section, that helps)
Humanity in this universe has developed a bit slower than in Freespace. The year will be unknown, but some time after the year 3200. The peoples of Earth have been unified under the United Earth Federation for several hundred years. The race spans several systems. Through the use of terraforming, most Earth's (the system of Earth, I'm calling, not sol) Jovian planets and moons have been colonized, as well as several stations have been built. Several other systems have been colonized to a great extent, but none to the extent of Earth. It is predicted that in sixty years, at least one other system will have a population larger than Earth. The gap between the intelligent and the average person has grown greatly, in effect causing the average people to be taken advantage of in the commercial market. The term "lowest common denominator" now encompasses nearly everyone. Almost all forms of decency or modesty has been destroyed. Children are exposed to things that today's adults are not normally. Violence is tremendous. Almost all art is gone, along with most music as we know it. The remnants of the middle class are dissatisfied with their lifestyles, and have begun to revolt...
You play the role of a squadron commander of the 329th strike squadron aboard the UEF Mammoth, a strike carrier. The 329th is a veteran unit dating back to the turmoil just after the assimilation of the last colonies after the Union wars. Currently, the UEF Mammoth is stationed at Phobos, Mars, along with it's escort destroyers, the Tham and Roswell. It's current task is quite easy, to protect the inner travel lanes from pirate attacks. Pirates don't normally come this far into the Earth system, but they have been previously known to quite easily. With the disturbing news from the fringe colonies about a revolution, they don't expect to be stationed there much longer.
Okay now since this is a relatively new mod, I am going to need some help
I will be hiring:
Modelers/texture-ers (PLEASE don't make me go to moddb)
- I need people who can get a model ready to table.
- Skill level: competent. I am not too concerned about looks for this mod.
email me if you're interested.
Release date: later
other stuff: yes
some more stuff: I'll think about it.
Man. I keep on thinking I'm forgetting something.
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You should just post them. If they're detailless then the final models can remain secret, but someone might see a shape that they just love and get inspired by, someone who would otherwise not bother emailing you.
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Here is some concept art! (see why I thought it barely qualified as concept art?)
(http://img518.imageshack.us/img518/3683/uefmissilefrigatecy5.jpg)
I couldn't think of a name for this one. Missile tubes on the bottom, very blocky.
(http://img134.imageshack.us/img134/5099/bacvsabnz2.jpg)
vaguely inspired by SU-25.
(http://img138.imageshack.us/img138/5350/uefrevelationub9.jpg)
light-fenris/leviathan gray color. Those little circles at the top are missile tubes.
(http://img115.imageshack.us/img115/3116/uefsalvationit3.jpg)
Dark deimos-ish textured
If there are two dots by a turret, then there are one on each side. Id it's on an edge, then they are evenly placed on the face. If none, then they are in the middle.
Sorry about the smudges, I was kinda eating cake when I was drawing these. :nervous:
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bump bump update bump bump update bump bump
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A more detailed storyline would be nice. You gave us half a backstory, where's, well...the game?
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You don't see it? Hmm... I guess it was one of those pesky optical illusions. :nervous:
More will probably come later, too. :)
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Ah, my bad. I don't think it loaded before I stopped the page. Still, more game story and less backstory would be nice.
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Ships are a bit...simplistic...
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I told you I'm a crappy artist, and I can't model at all. what do you expect? :p
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Okay, yes I bumped this thread. But before you yell at me, I'll explain why. When I announced the project, it was pretty much totally eclipsed by the PCS2 threads. I am just try to get some more publicity, and maybe a few modelers, because I need them very badly.
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You could -literally- make most of those ships in about twenty minutes with Sketchup. Try it out. :)
EDIT: As an example:
(http://img.photobucket.com/albums/v56/UnknownTarget/lessthan20.jpg)
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I did for the carrier, but then I realized I don't have the means to convert it into a FreeSpace format. :nervous:
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Export it as a .3ds, then open it in Truespace. Save as a cob and convert.
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Huh. I didn't see that feature there. :nervous:
Maybe I won't need a modeler after all...
EDIT: Okay I did it with my carrier model, but I seem to be facing some problems in PCS2. When I view the model from certain angles, some faces are missing, and some are just never there. I tried going back and adding some verticies, or lines or whatever they're called (:(), but it still happens. What's happening? do you need a screenshot? Man, I suck at this :blah:.
EDIT2: some PCS2 screenshots.
http://img58.imageshack.us/img58/9918/frontrevod1.png
http://img403.imageshack.us/img403/803/backrevns9.png
http://img184.imageshack.us/img184/9246/backrev2rd6.png
http://img117.imageshack.us/img117/6896/isorevxl9.png
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Can I see a picture of the model in Sketchup and Truespace?
Oh, and you also have to either check "Weld vertices" in the export options, or you have to weld them in whatever program you import to.
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http://img525.imageshack.us/img525/1016/nonamedy9.png
I'll try the weld vertices option.
EDIT: Okay I did that, but it had no effect. And I have noticed that the face only appears depending on what side you're looking at it. It just happens to be from the wrong side. And that particular thing only appears to be happening in the little pods on the sides.
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Remove the textures first - what you have is a reversed face. Faces have two sides, the front and the back. The back never gets rendered - in Sketchup you can see them as the purple faces. Correctly orientated faces are a light beige color. Also, I suspect that all those weird lines are a result of you keeping those cross lines in there. Right click on any line that's not an outside line and smooth it away - I think that's what's giving you those weird cuts in the model. Email me the model if you want, at unknown_target01@ nospam. yahoo.com
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(http://img502.imageshack.us/img502/9818/fleetzl2.png)
The large ship is a strike carrier, the smaller large ship is a battle boat, pretty much just a smaller destroyer, and the smallest ships are gunships.
As bad as I am at this stuff, I think it's turning out nicely. The carrier in particular. Oh, BTW: Does anyone know how to make external misslie mounts :nervous:?
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You mean visible missiles haning from the wings?
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yeah.
IIRC TBP has them.
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It's a weapon flag...or was it a ship flag?
Basicly missile model will appear wherever you set up a missile fire point.
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(http://img405.imageshack.us/img405/6894/fleetwq2.png)
Things are coming along nicely now that I'm not scared that I won't be able to use these models ;).
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Pretty good but you need to add more detail to them and make them less boxy. :yes:
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Visible secondaries...
http://www.hard-light.net/forums/index.php/topic,47463.0.html
Basically
1. Add new line to ships.tbl, http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Show_Secondary_Models: and set the fields properly (according to the amount of weapon banks)
2. Place secondary weapon fire points where you want them. Keep in mind that most missiles should have their center point (which is placed at the firing point) at the rear end of the missile (missile trail thing) and that missile 'slots' are not filled randomly (1st missile goes to 1st fire point etc.). Excess missiles jump into the slots from nothingness from the firing point position after the slot has been vacated.
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Nothing wrong with boxy. Very efficient shapes, easier for less technically advanced to build and much easier to armor VS ships with lots of fiddly odd shaped pieces. It's also easier on the computer's video card to render. ;)
If you want to use these ships (http://www.hard-light.net/forums/index.php/topic,48564.0.html), be my guest. There's some other stuff I've done, scattered around the modding forum.
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yeah, using other ppls stuff is always a good idea when you don't have a big staff. I think it's just you and me, right sizzler?
PS: we both have really bad handrighting!
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Well, boxy IS efficient...easy to repair..
You don't need pannels of all shapes and sizes or equipment to bend and shape them. It makes repairs that much easier....
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hey, if u need an Idea guy or *if i decide to get off my lazy arse* modeler *no textures tho i have no clue how to do that stuff* im currently open!
i just need to find a good modeling program thats free and easy to use,
i have some experience in Rino but i cant get that for free :(
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blender and wings 3d. DON'T YOU DARE SAY BLENDER SUCKS! or I'll sick vasudan admiral on you.
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well 3d wings looked like a huge download for me *super sucky dsl line here*
and i have blender
BUT I CANT MAKE SHAPES!!!! *no clue how it works lol*
:warp:
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blender and wings 3d. DON'T YOU DARE SAY BLENDER SUCKS! or I'll sick vasudan admiral on you.
have you eaten him ?
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X to delete that ugly cube..."add primitves" too add...well...shapes. w to see options (subdivide makes it more manupilatable), E to extrude, y, x, and z to constrain movement for moving/extruding, ect.
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have you eaten him ?
No, he's absorbing his power, that's why the HTL Valk is taking such a long time.
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BEAM THE WITCH!
:beamz:
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The fight has come to HLP!!!111!1oeneoneoeneleventy!
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let us move the battleground to general discussion! :heroic emoticon here:
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GET OF MY LAWN! and STOP SPAMMING MY TEAM LEADER'S THREAD!
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Indeed - cut the spam.
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Sooooooooooooo :nervous:
am i in? :confused:
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What? Oh.
*disoriented
Lemme think for a little while; I just got back from a vacation. My brain needs to restart.
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I kinda want to try that modeling that fighter looking thing, but your wrote that it's 70m long. :wtf:
That just seems a little excessive, I mean those missiles under the wings are the size of Mercury rockets!
Still, I like to think my Blender skillz have improved and I'd like to see if I can handle a spaceship.
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By the way, sizzler, a tip for optomizing your Sketchup models for in-game use: take any complex objects you extruded from a surface, and either group them or move them to intersect the surface. That saves polies on export because if you didn't do that, they would be, well, extruded from the surface, and you'd have tons of polies connected to their bases.
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I kinda want to try that modeling that fighter looking thing, but your wrote that it's 70m long. :wtf:
That just seems a little excessive, I mean those missiles under the wings are the size of Mercury rockets!
Still, I like to think my Blender skillz have improved and I'd like to see if I can handle a spaceship.
It's part of a new combat class. That ship along with so far two others that I have planed gap the bridge between fighters and frigates and capitol ships. Fighters and bombers on their own, in this universe, could take up to a heavy frigate/battle boat. Anything larger than that and it's bound to have other escort frigates/capitol ships. Gunships either serve as massive bombers with lots of missiles, or turret boats that fly around through the battle and eliminate fighters. But yeah, gunships are going to be a bit more specialized than fighters and bombers. Since they are larger, they will also cost more, and be a lot rarer. Look at it this way: The compliment for the pictured carrier will be 7 figher wings, 4 bomber wings, and three gunships (gunships themselves, not wings).
This particular gunship is capable of atmospheric flight; in space it serves as a strike gunship only really effective against other gunships, frigates, and freighters. Moderate effectivness against fighters, because of the lack of manuverability. The turrets would be doing most of the work. Come to think of it, instead of flak, those turrets are now anti fighter mass drivers. Anyway, in atmospheric flight it has a small bay to transport troops, maybe a tank or two. But it's primary atmospheric duty would be attack. It would be a bit like the A-10. It would have rockets and AGMs, and the turrets would probably be fitted out with something else.
As for the missile size, those are anti-ship missiles, only second to torpedoes. IIRC I had the ASMs at ~18m long. The largest torpedoes would probably be as big as a full ICBM. You see why you need the heavier ships to take down the larger ships? Now that the focus has been shifted off of beams and put on missiles, they need to be a lot more powerful. I don't think any bombers will be able to carry the afore mentioned torpedo. Maybe a smaller varient, but for the most part it would be limited to anti-ship missiles.
*takes breath
Oh, and TMF: you're aboard. Try and tackle the cruiser for now. I'm gonna have to scan some more of my concept "art". And figure out what this elusive "LOD" is so I can appply it to my models... :(
...FSWiki to the rescue!!!
Ack. My internet cabels are broken, presumably somewhere in the wall, and I am mooching off of my dad's extra computer now. All my recourses and tools and stuff are on my computer. All this running around across the house from computer to computer is tiring. :(
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woot thanks! :D
2 things
1 did u post its approximate size because i don't remember seeing that :nervous:
and 2 can someone point me to blender tutorials?
Edit: Scratch #2 downloading Rhino
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1,000m long.
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ah thanks i found the pic with it on there but,
Can i get some typed out turret layouts and such because i cannot read this :confused:
ps: *what is that optional understructure? a small fighter/bomber bay?*
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Still, more game story and less backstory would be nice.
What do you mean less backstory? You need all the backstory you can get if you're making up an entirely new universe! Because I just made a write-up about one of the corporations and am about to do one about the government. :nervous:
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Well, I'm in the midst of computer rebuilding now, and shortly after I'll be moving back to my college dorm, but then when I have some spare time (LOL) I might be able to work on it. Beggars can't be choosers and all of that.
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BASE
Basic Aeronautics and Space Engineering
Base was founded during the turmoil after the union wars, during the economic and political depression. The new
government was in over its head trying to keep order among the planets, and the rampant piracy and organized crime
caused by both the depression and brutality that was displayed towards resisting groups. What is now BASE was
founded by a group of ex-military technicians just after the fourth election, but it didn't start as
BASE. The company was originally named Rezch Military Hardware, after one of the founders. RMH quickly found
success when they made the Battlements class gunship. The Battlements was a 60 meter long gunship that had enough
anti-fighter weaponry to easily deal with space borne pirates, and also had a large cargo bay, which could either be
turned into temporary holding cells for prisoners or just a cargo bay to transport reliefe goods such as food,
water, and clothing. Along with its other ships, RMH quickly rose to the top in defense contracts which caught the
attention of several already successful defense companies. Northern Front was a company that also produced gunships
and fighters, and they wanted to purchase RMH. RMH wouldn't sell, but they did agree to combine the two companies
into BASE, which made both companies a total of over eight hundred trillion dollars in the next hundred and twenty
five years. It was then that the company had trouble. BASE had been the top hiring, paying, and manufacturing
company in over five hundred years. It had effectively brought the galaxy out of the depression. But then with peace
and stability for the most part restored, profits eventually slid into losses. BASE had grown to large and could no
longer support itself. Eventually about half the shares were bought out and to re-make Northern Front. Still called
BASE, BASE had lost over half of its savings in following lawsuits between the two, and had to cut wages nearly by eight.
Nevertheless, still an impressive company, BASE was a lot smaller. Fortunately, they could now manage
themselves in the new relativly peaceful society. Northern Front remained large competition, and started to dominate
frigate class vessels and ground craft, while BASE was restrained to fighters and gunships. Though, two noteable
BASE frigates are the missile and beam support frigates, which are in use by the Federation. Today BASE remains the
top grossing defense contracter, thanks to the greater need of small craft.
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hello this is The TMF here to BUMPZOR THE THREAD!!!!
:bump: :bump: :bump: :bump: :bump:
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Another bump.
Okay. In a couple days I'll probably see if I can find more modelers at Moddb, somehow unaware of HLP's existence. Redsniper, once you finish with the said issues, your help would be very much appreciated. :)
I also have a relatively large number of sketchup models lying around, not knowing what to do with them since I don't really know anything about LODing, other than it stands for Level Of Detail. If anyone is capable of turning these sketchup models into texture/table-able things or knows of a tutorial that can help me do this myself, that would also be of great help.
Also, I'm contemplating post the current progress. It is semi-depressing, seeing as how I'm having trouble churning out concept art and finding more modelers. It takes quite a while with just me and TMF modeling, and topgun texturing.
You know, what? I think I will.
--------SEPT 23/07--------------
****
WEAPONS - 44%
TABLING - 100%
My that 100% looks nice! We're off to a good start!
EFFECTS (Vis) - 30%
Aww... I have one dds for the MD1-4s and a missile trail, but nothing else. Need an effect for FMD and maybe missile models
EFFECTS (Aud) - 30%
I have sound for the main MDs and FMDs. I might want to fiddle with the pitch for larger calibers, just for a change.
TESTING - 0%
I'm waiting for at least a fighter to start this, even though I could theoretically already start using FS ships.
ARMOUR - 90%
TABLES - 100%
Woo.
TESTING - 0%
Need ships to test this portion
****
SHIPS - 1%
CONCEPT ART - undefined (arbitrary amount of ships)
18 ships planned so far.
need destroyers
need dedacated carriers
need dreadnoughts/BBs
couple more frigates?
more fighters (only have 2 so far)
MODELING - (% of concepted) 38% modeled and in google sketchup format. No LODS
Revelation in progress Send in the TMF
Need more modelers
Need someone to LOD
PCSifying - 0%
Need to get a model first.
TEXTURING - 0%
Need to have PCSified models first
TABLEING - 0%
blah blah
TESTING - 0%
No.
****
MISSIONS - 0%
CONCEPT - 0%
I suppose I could start, but I'm wondering if I should create some more ship plans first.
FREDING - 0%
Need plans first
TESTING - 0%
What do you think?
****
STORY - notreallyquantifiable%
MAIN PLOT - planned out
I have the main plot vaugly planned out in my head, somewhat on paper. Continuing this is my top priority, along with finding more modelers.
BACK STORY/EXTRA INFO - decent
I have enough to hold off on this until I get the actual chain of events and timelines written out and more modelers found.
****
INTERFACE - N/A
I am only going to do this when everything else is released, then do this. When I finish it, I'll re-package the download.
****
CODE - N/A
I'm not sure if I'm going to make any changes to it yet. I have some ideas, but I'm still debating on weather or not to include them. Hopefully they will be simple changes and by the time I decide, I will be able to do them.
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LODs are easy, just boring and (somewhat) time cuonsuming.
I can try to teach you if you want.
also before you can think about texturing, you need to uv-map. does anyone (you or TMF) know how?
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I can provide some sketches if you want, thats about it atm :)
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since i know i cant figure out how to help with SWC, ill help....... as soon as i get my comp back. when do i get my avatar? :pimp:
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LODs are easy, just boring and (somewhat) time cuonsuming.
I can try to teach you if you want.
also before you can think about texturing, you need to uv-map. does anyone (you or TMF) know how?
:blah: I thought one was a fancy word for the other.
I can provide some sketches if you want, thats about it atm :)
That would actually be quite useful, provided you can re-interpret my abysmal concepts for the modeler(s?).
since i know i cant figure out how to help with SWC, ill help....... as soon as i get my comp back. when do i get my avatar? :pimp:
Assuming that you're talking about modeling, welcome aboard. I'll see if I can send any art over you're way soon. As for the avatar, if all goes well (in a strange way), none of us will get one until the mod is released. I won't even start thinking about hosting until I'm 50% of the way through the FREDing. (It's mostly trollers that I'm scared of, which is why I'm trying to avoid moddb)
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UVMap - making a polygonal "map" of the surface of the ship, which is a placed on a texture, and determines where each spot on the texture image will go on the ship..
texture - the image that the map is placed on.
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LODs
LOD stands for Level Of Detail. it is a model based on the original model but with less detail.
they are VERY important for freespace. especially LOD1, which is one detail level down from the main model.
LOD0 is the main model, any number after that is less and less detail.
to make a LOD all you need to do is delete greebles and merge verts that are part of a curve (if their is one).
the last LOD should have something like 10 polys in it. so work in increments down from the main model. the more LODs you have the less noticeable it will be when the game "jumps" LODs, so the more the better.
that's pretty much all their is to it! if you have any questions just ask.
as for UV-maping, I don't think SketchUp allows for that. you will have to make them in some other program.
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Sorry for the lack of updates on my end, major hard drive mess here :warp: :hopping: :mad: :hopping: :mad: :hopping:. *WAHHHHHHHHHHH I LOST ALMOST ALL MY FILESSSSSS :( :( :(*
in other words, the soonest i can do ennything is about a week, more likely 2 weeks sorry. :sigh:
AND i lost all the stuff i was working on... boo....
:sigh:
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well, my comps back, im getting PCS 2, so lets get rollin. Can i send you a few kinda kool (albiet crappy) models via zip or somethin?
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ok, i have this kool little fighter i made from one square. im gonna play around with it in PCS2. and btw, i will model, i will pof, i WONT do tables. too boring. did i mention i have ADD? heres a joke, wanna hear?
how many ADD kids does it take to screw in a lightbulb?
and btw, :bump: :bump: :bump: :bump: :bump: :bump: :bump: :bump: :bump: :bump: :bump: :bump: :bump:
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Please don't do that with the smilees.
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awwwwww........... its fun...................fine
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hello? i'm halfway done modeling the first ship. is this thing still alive?
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No. It died after two days of being busy with real life. :rolleyes:
EDIT: I hope people didn't actually believe me...
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:bump:
First post updated. Need help, etc:
Blurgh.... It's been a while since an update. Well, I've gotten a fair amount more of story written out. I've even dabbled in some texture creation (Hopefully my texturer hasn't jumped ship :p), although it's really crappy. I even have a few sound effects now, too; unfortunately they all sound like popcorn popping.
I'm going to be opening a new position and closing another. I will no longer be looking for a modeler (not that anyone volunteers, anyway), but anyone who can sketchup models exported to pof or cob without killing the model is now needed. I don't mean POFing it, just get it ready to POF and stuff. For some reason, I can't get sketchup or truespace to like me when exporting. Goes crazy with meshes and stuff.
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I have had some success converting Sketchup models to POF in the past, I doubt that I could find the time, as I have two incomplete models I would like to finish, and I only have access to a Windows machine half of the time (not accounting for school, homework, and sleep). Oh and BTW you don't need to triangulate faces in SketchUp (just looking at one of your screenshots), as the 3ds export does this automatically.
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its really not that hard. make the model, export as 3ds, triangulate in lith unwrap, and then POF it
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Okay, mini-bump.
I've gotten the models to sorta work. I can even get the textures to show up in PCS and stuff, it's just that in FRED the model doesn't show up at all. I can't remember if I tried -jpgtga or anything like that at all, but I will. Anyway the issue with the killed meshes and stuff is fine, it's just that some of the faces don't show up, even when I know their correct. I'll look into that more later, and hopefully my texturer knows how to make this stuff work.
I'm probably gonna be finishing up with the story next week, assuming TAP doesn't flood me with stuff to do. Once I'm done with that, I might want one or two people to look it over and try and find plotholes and stuff. So I'm opening another position for "storyline proofreader".
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I've gotten the models to sorta work. I can even get the textures to show up in PCS and stuff, it's just that in FRED the model doesn't show up at all. I can't remember if I tried -jpgtga or anything like that at all, but I will. Anyway the issue with the killed meshes and stuff is fine, it's just that some of the faces don't show up, even when I know their correct. I'll look into that more later, and hopefully my texturer knows how to make this stuff work.
I've had this problem (or something like it) before. It happens if you don't texture your entire model before converting it.
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No. It died after two days of being busy with real life. :rolleyes:
EDIT: I hope people didn't actually believe me...
Projects don't die that fast...
They hibernate, and it's perfectly normal that you spend a lot more time on everything but the project you want to do as fast as possible.
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Hi,
I'm here to show you a cruser model. I originally made it to a mod I'm doing with other people, but the design of that cruiser isn't good for the fleet present in this mod. A member of our project show me your project, and he said my cruiser got a good design for your project.
Here is the model :
http://img206.imageshack.us/img206/2128/imagecroiseurks1.jpg (http://img206.imageshack.us/img206/2128/imagecroiseurks1.jpg)
http://img519.imageshack.us/img519/4466/img2wt1.jpg (http://img519.imageshack.us/img519/4466/img2wt1.jpg)
http://img206.imageshack.us/img206/6057/img3ce1.jpg (http://img206.imageshack.us/img206/6057/img3ce1.jpg)
It's a long cruser. It's not finished yet, it lacks weapons, except a huge beam cannon. You can see it in the last screenshot. It's the two "big fingers".
If you want it, tell me, give me an e-mail, so I will can to send you a .3ds files (I made this vessel with Wings 3D). You'll be able to do everything you want to do on the cruiser.
Well, good luck for your mod, see ya !
P.S :By the way, sorry for the bad english I use there, I'm French, and I don't speak English very well ;)
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Hey, sorry for the double-post, but : is the project still alive ??
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Hey, sorry for the double-post, but : is the project still alive ??
Of course it's still alive, I just don't have much time outside of real life, and The Apocalypse Project takes up a lot of my modding being ATM. I'll edit this post in a bit because I'm at school right now and the teachers are starting to get suspicious. :p
EDIT: Awesome! This would be great for my mod; I'd love to have it.:) My e-mail address is in my profile.
Oh, and BTW what kind of project are you working on?
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Lol okay thanks !! I send it right now !
We're working on a freespace 2 mod, completely different of the original FS2 story, with different model of fighters and cruisers. I like to make some "old school" cruisers, but the model I made doesnt'have the required style for the fleets presents in the project ^^'.
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sizzler, did you receive the model ????
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sizzler, did you receive the model ????
Yes. :)
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We're (or rather "I'm") not dead! News:
EDIT 5-16-08: :bump:
Man, it's getting harder and harder to find this thread. :p
Well, just to say I'm not dead. For anyone who even remotely cares, I'm just now entering the phase of the project that is most likely going to kill it. Yep, I've finished the first draft of the story, which includes all command briefings and mission descriptions. IMHO it's shaping up really nicely. :) All thats left to do is go through it and make edits, remove plotholes and stupid things. The total mission count looks like it will be about 24, and if I feel like it once I finish those missions, I can add some filler missions to beef it up.
I've also finished drawing concept art for all of the ships, as well. It should be around 35 or so, and some ships will have some different variants, so that will bring the total up to about 40. With my trusty sketchup, I believe this is fairly do-able. The hard part is going to be figuring out how to texture these. I think I've gotten heirarchy figured out, but if anyone knows of any really simple walkthroughs on the crudest forms of texturing, that'd be appreciated. :)
And, well... Assuming I can figure out how to do all of this stuff, I'm hoping to finish modeling/texturing by late next summer. Depending on when I finish that, the balancing should be done mid-summer to fall, and depending on when that's done, I should be done FREDing the following summer (2010). I'm not going to say excpect a release late 2010, but that's my best estamite, assuming all goes well.
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What about Scooby_Doo's simple texturing tutorial? It's in the stickies of this board.