Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: --Steve-O-- on August 05, 2007, 11:33:38 am
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i'm nominating this thing as my hotrod. comes complete with flaring panels during afturburn, and hide away weapons.
its going to have an After burn speed of 400 mps and duration of 30 seconds, but at a cost of rather long recharge time.
its built to get you places in a hurry.
(http://i67.photobucket.com/albums/h308/t64smyhotrod/Jackal.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/JackalCruise.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/JackalCruise1.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/JackalCruise2.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/JackalWeapons.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/JackalWeapons1.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/JackalWeapons2.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/Jackalweapons3.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/JackalBurn.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/JackalBurn1.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/JackalBurn2.jpg)
(http://i67.photobucket.com/albums/h308/t64smyhotrod/JackalBurn3.jpg)
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Pretty cool, but when will you finish you destroyer? :P
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i'll probably start on that tomorrow. im going to POF this and table it tonight hopefully.
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Cool.
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Nice one...how many animates subobjects have you got there? :P
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26 linked to afterburners, 4 linked to secondaries, 5 linked to primaries, so that totals out to 35.
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Hey Hades, do you want that frigate as is? it has no LODs, and older turrets but other than that its ready to go and i can post for download now if you want.
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Awesome. I love the design.
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its going to have an After burn speed of 400 mps and duration of 30 seconds
The Charlatan beats that speed by several miles... :p
But in all seriousness: looks very well done. Can't wait to see it in action.
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it looks like a civilian craft...but then it turns into a fighter! i want it!
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very very nice work !!!!!!!
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reminds me of the Pegasus in Tachyon, but with cool transforming bits and more details. very sweet, can't wait to take a spin in it
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Hey Hades, do you want that frigate as is? it has no LODs, and older turrets but other than that its ready to go and i can post for download now if you want.
Ok that would be great.
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Gorgeous as ever! :)
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Stick a cockpit in it.
Very awesome though, it looks very freespacey (I think it fits well with the stock game model style).
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Very impressive. I like the design feel.
In the future how about sliding panels that roll back internally and you see the guns extend slightly outward (instead of the open and swing up hinges)? Not talking specifically about this model, just something it the future.
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Very nice. :nod:
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:wtf: I must have missed something in Freespace moddingp... is it even possible to have these objects animate like that when you afterburn, arm weapons, fire missiles, ect!?!?!?! I never knew such is possible
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Tis possible...a bit rudimentary, but possible.
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:wtf: I must have missed something in Freespace moddingp... is it even possible to have these objects animate like that when you afterburn, arm weapons, fire missiles, ect!?!?!?! I never knew such is possible
It's possible, check the wiki, "Subsystem"
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The texturing makes it look like something the Inferno project could use. :D
I love the design, but it could use a cockpit. :) That said, I'm eagerly awaiting its release. :)
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steve-o's releases have cockpits, but not pilot models, and therefore use an opaque glass model, correct?
besides, pilot models are meh.
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Unless I'm wrong SOL was first and uses a minor version of that for the Arwing.
Also Shadow000 already posted vids of animated Getter G in those modes a while ago...
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Cool
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Wonderful...
Another model of yours I like that much that I would just like to take it into one of my campaigns....
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i've got a gripe, well future request for the next build....
animation code, make it so that the engine will recognize a subobjects unique axis instead of slaving everything to the main model axis.
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i finally got the bugger to work right! just have to make debris.... thats tommorrows job....i thing after 6 or so hours of trying to figure out XYZs for animation i need a breather. this fighter is neat though
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download for a .RAR pack Containing my 3 fighters, maps, weapon POFs, Tables, and effects.
same drill, let me know if there is anything missing or that needs to be corrected.
have fun!
Fighter_pack.Rar by Bigupload.Com (http://www.bigupload.com/d=CF6FADBF)
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Have you finished your destroyer yet? :P
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here's the Frigate for ya Hades
Hyperion.Rar by Bigupload.Com (http://www.bigupload.com/d=85ED7449)
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Thanks. :nod:
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wow, i was going to release your thor gunship, but what the hey, i'll just post some new weapons for it right here.
i never realy got permission from steve-o if i can use his effects, so you'll have to change the tables if you want to use them.
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free reign on the weapons table, and effects. if its in the pack then by all means put it to good use!
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primary bank 1 of the jackal wont animate, primary bank 2 opens, but wont fire or spin. both pbanks 2 and 3 shake and jitter around while open.
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primary bank one has no animations, so no worries there. primary 2 tends to stick sometimes like that, if you cycle through stuff to fast, when firing all three it will work. does bank 2 show the rapier being in there just out of curiosity? just want to make sure its not a table issue. bank 3 jitters on me too, i dont know why.
i'll tinker with animation codes some more see if can hammer out the lumps. thanks for the bug info
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here's the Frigate for ya Hades
Hyperion.Rar by Bigupload.Com (http://www.bigupload.com/d=85ED7449)
God damn! Bake some of those textures, they're killing my computer and it has a GeFore 7900, for Christ's sake.
Also, no ship that size deserves more than 30 turrets.
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please do keep the turrets, just reduce their polygon count. and do the same with the engines...no propulsion system in existence is that smooth.
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here's the Frigate for ya Hades
Hyperion.Rar by Bigupload.Com (http://www.bigupload.com/d=85ED7449)
God ----! Bake some of those textures, they're killing my computer and it has a GeFore 7900, for Christ's sake.
Also, no ship that size deserves more than 30 turrets.
Nice to see those social skills in action. There wasn't any nicer way to say that?
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Oh, is little baby offended by the word "damn"? Damn. Damn damn damn. ****. Ass. Hell. Offended now? Good.
Now go back to the shallow end of the internet until you grow a pair.
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Tough guy, eh? Do me a favor. Shut up. Oh, getting a little mad now, are we?
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Right.
Woolie Wool, although you reported this thread in the first place - it's you that I'm going to address here. If you know enough to report a thread, getting the attention of the admins, you should know better than to immediately respond to someone in kind straight after the reported post. Do it again and I'll start dishing out bans.
jr2, likewise. Keep it civil or suffer the consequences.
Consider yourselves warned. Get back on topic or leave the topic alone please.
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i like the black hole weapons...i even reversed the singularity bombs mass and BOOM! constant shockwaves for five minutes.
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Looks sort of like a pointy Jedi Starfighter. :yes:
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strange...
im getting alot of errors with your model this is an example of one:
Error: ships.tbl(line 427:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [+Offset: 8.1 -3.0 1.7].
File:C:\temp\fs2_open_3_6_9.t\code\Parse\PARSELO.CPP
Line: 638
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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That's a .tbl error.
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are you using .3.6.9?
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are you using .3.6.9?
yes
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did you modify the tables?
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did you modify the tables?
wel only my own ship tables(for my own mod) and the weapons ...
and i changed the weapons so that this ship fits in my game..
thats all
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did you change any .pof data?
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strange...
im getting alot of errors with your model this is an example of one:
Error: ships.tbl(line 427:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [+Offset: 8.1 -3.0 1.7].
File:C:\temp\fs2_open_3_6_9.t\code\Parse\PARSELO.CPP
Line: 638
[This filename points to the location of a file on the computer that built this executable]
Call stack:
there's a foul up in the placment of the contrail code for the jackal. the game gets cranky if the codes are not ordered right. you can delete those, they only really get used by default in nebulas. it doesn't foul up on mine though...it runs like a champ, trying to think here.
$trail should come after $thruster length factor, or if those were removed after $score
should be ordered like this
$score
$thruster bitmaps so on (custom thruster effects, not required)
$Trail (nebula contrails, not required)
$subsystem
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Use wiki... that is why people have written the table entries there.
http://www.hard-light.net/wiki/index.php/Tables
http://www.hard-light.net/wiki/index.php/Ships.tbl
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strange...
im getting alot of errors with your model this is an example of one:
Error: ships.tbl(line 427:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [+Offset: 8.1 -3.0 1.7].
File:C:\temp\fs2_open_3_6_9.t\code\Parse\PARSELO.CPP
Line: 638
[This filename points to the location of a file on the computer that built this executable]
Call stack:
there's a foul up in the placment of the contrail code for the jackal. the game gets cranky if the codes are not ordered right. you can delete those, they only really get used by default in nebulas. it doesn't foul up on mine though...it runs like a champ, trying to think here.
$trail should come after $thruster length factor, or if those were removed after $score
should be ordered like this
$score
$thruster bitmaps so on (custom thruster effects, not required)
$Trail (nebula contrails, not required)
$subsystem
hmm..
wel this seems allright i checked it so thats not the problem..
or i am just dumb or something :rolleyes:
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any more bugs? its quiet on this thread...so far so good?
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secondary/primary banks 2 and 3 wont fire if their subobjects are destroyed.
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Hey , this thing looks great !
Damn Truespace not working on my PC :(
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same banks mentioned in the last post wont fire if you press the trigger before the animation is finsihed
solution for the last problem: setting first number (shared hull percent) of the subsytem table entries too 100. subobjects are then only destroyed with the ship.
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doesn't the AI give problems with speeds above 300?
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doesn't the AI give problems with speeds above 300?
Not only above 300 mps...you have problems with 290+ mps.
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secondary/primary banks 2 and 3 wont fire if their subobjects are destroyed.
same banks mentioned in the last post wont fire if you press the trigger before the animation is finsihed
solution for the last problem: setting first number (shared hull percent) of the subsytem table entries too 100. subobjects are then only destroyed with the ship.
i actually like how that pans out. if a gun is broken then it cant shoot. granted some parts i need to ramp up the hitpoints a bit. as for not firing befor the animton is complete... i like that to. kinda like how you cant drop a bomb until it can safely clear the bomb bay doors. the speeds need to be ramped up a little on those parts though...PBank 2 doors are kinda slow, PBank 3 still a little slow. both the secondaries a slow to. i'll fix that.
doesn't the AI give problems with speeds above 300?
Ai seems to handle it fine on mine, granted the AI gets a little jumpy when they kick in the burners on the Jackal.
any other glitches?
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when it sticks, it will stick for the rest of the mission. and why cant the rapier fire if those flaps are broken? seems very illogical that the flaps are a huge part of the firing mechanism.
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i get that to sometimes. i just flip through all the guns and try to fire them, i try firing all 3 at once and and then cycle through the missile banks and for some reason it will resolve. i have no clue why this is though.
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i guess its an animation code thing.