Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Oddgrim on August 30, 2007, 04:23:18 am
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First Post and attempt at creating a vasudan-ish ship. :)
Thinking that it would be a civillian vessel , doesn't look sturdy enough for a warship.. maybe a medical vessel?
What do you guys think?
Textured
(http://img101.imageshack.us/img101/7281/aboveeu7.jpg)
(http://img210.imageshack.us/img210/2197/belowgn8.jpg)
Untextured
(http://img210.imageshack.us/img210/357/abovenotexjb5.jpg)
(http://img101.imageshack.us/my.php?image=belownotexta8.jpg)
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:welcome:
Not bad Oddgrim! Not bad at all! Definately in the Vasudan design ethic, although I don't know why you say it doesn't look sturdy enough for a warship? It looks as sturdy as a Hatsheput! Maybe even sturdier!
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Thanks!
It seemed abit "whimpy" looking when playing around with it in the game.
Didn't have a concept for it so kinda unsure what kinda ship class it could be.
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:yes: :yes: :yes: :yes:
VERY, VERY good :nod:
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Thanks!
It seemed abit "whimpy" looking when playing around with it in the game.
Didn't have a concept for it so kinda unsure what kinda ship class it could be.
I think that looking a little "whimpy" could be a good thing... A little deception never goes astray... I also think it would make a nice heavy cruiser or corvette. How many guns you thinking of putting on?
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Thanks!
It seemed abit "whimpy" looking when playing around with it in the game.
Didn't have a concept for it so kinda unsure what kinda ship class it could be.
I think that looking a little "whimpy" could be a good thing... A little deception never goes astray... I also think it would make a nice heavy cruiser or corvette. How many guns you thinking of putting on?
Haven't thought on how meny I will put on ( or what kind ) if it's a corvette maybe 18-25 guns would be good. depending on if it's a anti-cap ship or anti-figher..
edit: currently modeling vasudan turrets.
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vasudan turrets look just like terran turrets, only shorter, rounder, and they blend in withb the ship better.
as for the ship, i recomend multipart missle launchers armed with tempests, your own custom fish flak, vasudan-only custom AAAs, and a few anticap beams on the front, bottom, and rear areas. if this is the fish of the future, you can exclude blob turrets from the loadout.
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Hey! I like it!
[size=9]
KEEP IT UP MAN!!![/size][/glow][/b]
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It's very good, for a tiled texture job. Vasudan ships are notorious;y hard to get right but you seem to have gotten pretty damned close. Incidentally, the Zods could use a science cruiser, or a cruiser that isn;t rubbish (Vasudan Aeolus Equivalent p'raps).
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your own custom fish flak, vasudan-only custom AAAs, and a few anticap beams on the front, bottom, and rear areas.
thats an aelous all over.
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your own custom fish flak, vasudan-only custom AAAs, and a few anticap beams on the front, bottom, and rear areas.
thats an aelous all over.
That's true. ( who quotes himself anyway? ) Anyways A vasudan counterpart for the aelous isn't a bad idea.. methinks with triple-barrel flak cannons. :p
edit:
(http://img183.imageshack.us/img183/1733/3barrelflakae3.jpg)
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Ooh.
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glad to see a newb who knows how to model :D
youre a good example for the less tolerable (takashi, akenbosh) noobs to follow.
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glad to see a newb who knows how to model :D
youre a good example for the less tolerable (takashi, akenbosh) noobs to follow.
Thank you :)
Update:
Finished with turret placements, 5 flak 4 anti-fighter beams and 3 regular ones .. thinking vasudan slash beams perhaps?. Now starts the dreadful process with makeing them rotate 'n shooting decently.
(http://img292.imageshack.us/img292/7563/updategc9.jpg)
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nice :yes: :yes:
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your own custom fish flak, vasudan-only custom AAAs, and a few anticap beams on the front, bottom, and rear areas.
thats an aelous all over.
That's true. ( who quotes himself anyway? ). :p
Trust me you seriously don't want to know. :p The triple-barrel flak cannons are really nice, and i dig the hull nice, simple and sturdy. Vasudans really need some good light capitals and this looks like a ringer. It might make it too uber, but a beam on each of the four inside tips on the "brush bumpers" might look nice. It would make for a cool sight for a quad of beams to jet out the bow, then again might be too much and have poor firing arcs
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Can you make a sort of heavy Elysium variant, please? You will be remembered as an honorary INFA member.... Or contributor...
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Can you make a sort of heavy Elysium variant, please? You will be remembered as an honorary INFA member.... Or contributor...
Don't know anything of that ship, can you please give some information on what you need?
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(http://www.hard-light.net/wiki/images/Elysium320x240.jpg)
Please build a bigger, bulkier, more tough-looking version of this ship... A few extra turrets to boot would be cool too.
Basically, any sort of "FS1-style" type marine transport would be great for INFA...
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Ah that Elysium , forgot all about it :p
Sure I'll give it a shot when I'm done with this cruiser.. finished with lods , debries 'n turrets just doing the finishing toutches.
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INFA could use that cruiser as well to replace the Mafdet...
ILU!! <3
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The cruiser is finished now! :cool:
(http://img262.imageshack.us/img262/2135/shot2ba6.jpg)
(http://img262.imageshack.us/img262/306/shot1fo1.jpg)
(http://img262.imageshack.us/img262/5862/turretwr7.jpg)
Suspects its abit unbalanceing , ate a wing of bombers like it was nothing. :p
Armaments:
5 Standard flak
5 AAAF
3 Vslash
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Download?
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Yes.It is cool looking.
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I see yuo're good in turreting and converting. Maybe you'd liek to join A3 team as textuer and converter? We have some models that should be textures, converted and they should have added guns, but nobody know how to do it?
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I see yuo're good in turreting and converting. Maybe you'd liek to join A3 team as textuer and converter? We have some models that should be textures, converted and they should have added guns, but nobody know how to do it?
Well more found of modelling myself, and methinks I'm not *that* good to texture and converting. I had big problems with getting the turrets and the ship solid. ( stupid converting errors , crashing turrets , fly through the ship.. ) Anyways anyone knows of a decent place where I can put it up for download?
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Try Hades-Combine.
http://www.hades-combine.com/web/
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You will have to register.
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It takes only a few minutes.
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thanks for the link :P
Feel free to play around with it.
http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=347 (http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=347)
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Sweetness.
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Nice.
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heres a vasudan AAA beam. just a moddified AAAf, but it will do:
#Primary weapons
$Name: VAAAf ;vasudan AAAf
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 136, 243, 249
@Laser Length: 0.0
@Laser Head Radius: 0.60
@Laser Tail Radius: 0.60
$Mass: 100.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 5.5 ;; in seconds
$Damage: 14 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 40.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 124 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 1500 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "beam")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0
$BeamInfo:
+Type: 3 ;; 0 - 4 are valid #'s
+Life: 2.5 ;; how long it lasts once the beam is actually firing
+Warmup: 1500 ;; warmup time in ms
+Warmdown: 1200 ;; warmdown time in ms
+Radius: 20.0 ;; muzzle glow radius in meters
+PCount: 12 ;; particles spewed every interval
+PRadius: 1.2 ;; particle radius
+PAngle: 65.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 1.5 1.6 1.7 1.8 2.0 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 149 ;; the looping beam-firing sound
+WarmupSound: 151 ;; associated warmup sound
+WarmdownSound: 161 ;; associated warmdown sound
+Muzzleglow: beamglow6 ;; muzzle glow bitmap
+Shots: 5 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 0.0 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 2.0 ;; width of the section
+Texture: beam-white ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 6.0 ;; width of the section
+Texture: beam-orange2 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 1.0 ;; hehe
$Section: ;; one section of the beam
+Width: 8.0 ;; width of the section
+Texture: beam-orange ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
#End
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It's crappy. Muzzleglow is wrong.
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oops...fix'd.
this is my first real table...
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oops...fix'd.
this is my first real table...
thanks , I'm sure it would have its uses. :yes:
anyhow. Snail wanted a more bulkier version of the Elysium transport.. this is the result.
(http://img527.imageshack.us/img527/8426/heavyelyfme8.jpg)
(http://img527.imageshack.us/img527/8978/heavyelybxc3.jpg)
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is there suppose to be another thruster on the other side as well? (the one not in the "rectangle" so to speak)
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is there suppose to be another thruster on the other side as well? (the one not in the "rectangle" so to speak)
yes , but the screenshot doesn't show it.. do'h
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Is nice! Five Shivan Thumbs UpTM :yes: :yes: :yes: :yes: :yes:
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Is nice! Five Shivan Thumbs UpTM :yes: :yes: :yes: :yes: :yes:
You stole that from me!
EDIT:Here is my proof!
What i s the Link?Also Great job it may have been alot of work, but it is good.The modeler should look for a job as a Game Modeler.Five Shivan THumps up. :P :yes: :yes: :yes: :yes: :yes:
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'scuse me, but what program are you using in those screens?
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He is using Blender.
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oh, thats how he got the textures on it in the first screen?
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Is nice! Five Shivan Thumbs UpTM :yes: :yes: :yes: :yes: :yes:
You stole that from me!
EDIT:Here is my proof!
What i s the Link?Also Great job it may have been alot of work, but it is good.The modeler should look for a job as a Game Modeler.Five Shivan THumps up. :P :yes: :yes: :yes: :yes: :yes:
That has been used by so many people. :rolleyes:
EDIT: And you said "THumps up", which makes your claim moot.
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how did you tile textures over a single subobject in blender?
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:eek2: Wow! Thats really good! Really really good! I use blender and thats a LOT better than my current model (which is incidentally my first).
It looks like it could fit right in with the default campaign too! (balance issues aside). Good job man. :yes:
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Awesome first model. Mine sucks! Have you had any previous modeling experience? You captured the Vasudan look well. Keep up the good work!
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Awesome first model. Mine sucks! Have you had any previous modeling experience? You captured the Vasudan look well. Keep up the good work!
Not mutch I only played around with milkshape 3d for some time until I picked up Blender 2 months ago..
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Awesome first model. Mine sucks! Have you had any previous modeling experience? You captured the Vasudan look well. Keep up the good work!
Not mutch I only played around with milkshape 3d for some time until I picked up Blender 2 months ago..
Tried using blender for modeling (before I had FS2 in fact) but I have a laptop and the numpad rotate thing is confusing. Plus the interface is overwhelming.
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Holy smokes, Odd. Your first model? It already looks "MOD quality". Sheesh!
Now get to work HTLing everything else in FS2. :p
Oh, and expect to get offers to work for mods. You seem to be "one with the polygons" as they say...
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Wow - you learn fast mate. Very nice work. :) :yes:
What method are you currently using to get it from Blender to POF?
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Holy smokes, Odd. Your first model? It already looks "MOD quality". Sheesh!
Now get to work HTLing everything else in FS2. :p
Oh, and expect to get offers to work for mods. You seem to be "one with the polygons" as they say...
hahaha! Don't know about that! :P but I do know I've gotten addicted to modeling... stend the whole night on that transport :p
Wow - you learn fast mate. Very nice work. :) :yes:
What method are you currently using to get it from Blender to POF?
Thanks!
I just this line
Blender-export to .x - 3D exploration to .cob - saveing the model in Truespace - open up in PCS2 and does the rest there! :cool:
edit: A update on the ship , textures are based on the elysium transport. Did this as a test for myself on how to do proper textureing. , uvmapping (and it nearly drove me crazy. :p )
(http://img242.imageshack.us/img242/6856/shot1mr2.jpg)
(http://img381.imageshack.us/img381/6882/shot2rd5.jpg)
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Nice... :eek2: