Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: 0rph3u5 on September 05, 2007, 12:39:42 pm
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I though I saw shoots around the forum about this little terran Acadia styled-installation sometime ago ... upon searching for it today I found that Axem (who orginally modeled it) droped it but left an unconverted model file around at that time....
now I wonder if any ever converted it and made it in-game-useable?
EDIT: thread formerly "GTI Asteria - in-game version around?"
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I think it hasn't been released in that state yet.
Because you are not the only one looking for that model...
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Yea Axem never finished it, I have the model in obj, but it is not done yet.
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oh, can someone post a piccy :confused:
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Here you go (http://img.photobucket.com/albums/v109/NarfPics/newasteria1.jpg)
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I have the model in obj, but it is not done yet.
hmm...
I don't know much about modeling but could another modeler (easily) make it in-game ready, Hades?
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Yes they could, If I could UVmap and convert, I would do it for you.
Well Il be gone.*Goes off to learn how to uvmap in Blender*
EDIT:Why not ask Oddgrim?If I can give him the model, maybe he might help you.
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Yes they could, If I could UVmap and convert, I would do it for you.
Well Il be gone.*Goes off to learn how to uvmap in Blender*
EDIT:Why not ask Oddgrim?If I can give him the model, maybe he might help you.
Sure I can try to uvmap it , :)
does it come with ready made textures?
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Agreed
@Hades: please PM Oddgrim about the model - so you can give it to him somehow
@Oddgrim: I think there are no textures given - I'm sure you can find one for working around with it
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Why not use the GTI Arcadia's textures?
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Why not use the GTI Arcadia's textures?
dunno if that works....
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I have sent it.
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Why not use the GTI Arcadia's textures?
dunno if that works....
This will be quite a job dunno if I've bitten off more then I can chew but I'll try! :p
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encountered some problems , while texturing it and importing it into .pof worked fine ...but the model itself causes the game to crash so, I suspect the model is buggy beyond use? :confused:
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any error message apart from any usual stuff?
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Cumulative Project - The GTI Asteria? :P
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any error message apart from any usual stuff?
I don't recall but Fs2 crashes when trying to view the model. So my bet is the models fault , double checked the tables and that stuff. Cumulative Project - The GTI Asteria? :P
hehe not a bad idea :nod:
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The current development of this GTI Asteria looks like a Cumulative ProjectTM to me. Orph3u5 should change the title of this thread :)
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@Oddgrim: can you post the model and your tbl? - no offense against you but I would like to see it myself
@Mobius: Will do - Done
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$Name: GTI Asteria
$Short name: TInst
$Species: Terran
+Tech Description:
XSTR("BIg Stupid not working thingy.", 3054)
$end_multi_text
$POF file: GTI_Asteria.pof
$Detail distance: (0, 2000, 10000, 25000)
$Show damage: NO
$Density: 1
$Damp: 0.2
$Rotdamp: 0.2
$Max Velocity: 0.0, 0.0, 0.0
$Rotation time: 200.0, 200.0, 200.0
$Rear Velocity: 0.0
$Forward accel: 0.0
$Forward decel: 0.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 100.0
$Expl outer rad: 2400.0
$Expl damage: 400.0
$Expl blast: 6500.0
$Expl Propagates: YES ;; If set to Yes, then when the ship dies,
the explosion propagates through it.
$Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count: 3
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 1.0
$Max Oclk Speed: 0.0
$Max Weapon Eng: 100.0
$Hitpoints: 100000
$Flags: ( "capital" "big damage" "in tech database")
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 191 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -2762
$Closeup_zoom: 0.5
$Score: 800
$Subsystem: sensors, 5, 0
$Subsystem: weapons, 5, 0
$Subsystem: communication, 5, 0
The model is in .3ds
[attachment deleted by admin]
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Orph3u5: Good :)
Oddgrim: No weapons?!?
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Orph3u5: Good :)
Oddgrim: No weapons?!?
There was none to begin with.. I was only to texture it :p
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It may be over the poly limit.
It has 13k polys.
Any one know a good free upload place?
I have a good 3ds file of it.
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It may be over the poly limit.
It has 13k polys.
Any one know a good free upload place?
I have a good 3ds file of it.
can't you just zip it and put it here? ( was want I did. )
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*Slaps forhead* :rolleyes:
Here you are.
[attachment deleted by admin]
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*Slaps forhead* :rolleyes:
Here you are.
Thankies . gonna take a lookie on it soon.
edit: um that is exactly the same model as you gave me earlier. :wtf:
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If its the same model that was in my Model Dump, it has 32k polys (triangulated). PCS1 cannot convert that, and I'd be skeptical about COB2POF. PCS2 or the Max Exporter are your best bets.
The model itself should be convertable, I try my very best to make sure there are no zero length edges/faces, 20 sided polygons, or vertices on top of each other. I might have missed something though. Shading errors usually point to a problem area.
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Actually I managed to convert a 230 000 poly test model using PCS1. :) The trick was to break it up into managable subobjects of around the 12 000 poly mark limit on each.
Anyway, I've taken a look at the model (very purdy! :D ) but unfortunately it would be a huge amount of work for anyone looking to fix all the problems in terms of optimising and correcting some parts of the geometry. That said, PCS2 _can_ convert and save it as is (just tried), but if someone wanted to UV and texture it nicely they'd need to fix the issues or be driven mad. Things like out of sight polys, disconnected faces/verts and stuff like that would all cause headaches.
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Actually I managed to convert a 230 000 poly test model using PCS1. The trick was to break it up into managable subobjects of around the 12 000 poly mark limit on each.
Right right. The limit is per subobject. So it could work if all the greebles are subobjects for detail boxing. ;)
Things like out of sight polys, disconnected faces/verts and stuff like that would all cause headaches.
That last part there worries me. Wings3D does not like non-solid geometry, it has a tendency to start crashing when you have stuff like that. I think it might be coming from the conversion to 3DS. I've had nothing but trouble with importing that format. OBJ is my universal format of choice since importing doesn't give me a headache.
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Hmm, it could well be the conversion to 3ds actually, yeah.
I noticed it was seemingly random in terms of which verts of a problem face were disconnected, as opposed to having problems only in difficult to see areas of detail, and random errors like that are hallmarks of format conversion glitches. :)
How did you split up the mesh into the objects it's made up of in that file? It has some 200 or so separate objects - it's like each greeble or chunk of greeble is it's own object?
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Hmm, it could well be the conversion to 3ds actually, yeah.
I noticed it was seemingly random in terms of which verts of a problem face were disconnected, as opposed to having problems only in difficult to see areas of detail, and random errors like that are hallmarks of format conversion glitches. :)
How did you split up the mesh into the objects it's made up of in that file? It has some 200 or so separate objects - it's like each greeble or chunk of greeble is it's own object?
same thing as I got when I opened it up in blender.
Me thinks that the model groups nedds to be merged and properly attached before we can go on the subject of actually texturing it :P
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I've just begun to texture , spendt the last 2 days trying to get it working ingame and had to remove 9k polys in order to do so .I'll have to recreate some of the missing details.
(http://img504.imageshack.us/img504/1940/progressou2.jpg)
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that is one nice model, :-)
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:jaw: :jaw:
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Hmmm...Good so far. Finally somebody got the asteria on again. I bet it's gonna look good with glow maps.
UVmapped it yet?
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Well it's looking good so far... :cool:
Got turrets working , textures needs a bit of tweaking. The docks aren't in place yet.. but now it works!
(http://img520.imageshack.us/img520/1943/screen0053db3.jpg)
edit : fixed :nervous:
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image link is broken....
now... how many dockpoints? - - I would like to have 1 or 2 at the sides of the platforms for cruiser docking and may 3+ on the plattforms for transport/freighter docking, one or the other at the main structure would be nice too but that's optional
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Haven't thought of that yet , the only docks that are clearly marked on the model is the fighterbay and big main dock.
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I modeled in docks along the platform sides (9 total, though I dunno if you kept them or not). And then there's the centre one in the middle of the hexagon (no actual contact with the station though), and one that's above the fighter bay (that little garage like area, no contact again). I had also planned for modeling in docking points on top of the platforms, but never got around to it. I'd expect there would've been 4 or 6 per platform.
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I kept the side docks on the platforms , thanks for the heads up.
another update Think it's finished now, turrets working , no geometry errors and docks working. :)
24 turrets in total, a bit smaller then the Arcadia station in size.
9 docking points .
1 small fighterbay.
(http://img208.imageshack.us/img208/4446/update1kw8.jpg)
(http://img515.imageshack.us/img515/3325/update2qg2.jpg)
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The station looks awesome Oddgrim, good work indeed. :D
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Oddgrim,
do you do the tbl-setup yourself or should I do it?
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I did it myself.
But feel free to change anything when I release it. :)
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I did it myself.
good
But feel free to change anything when I release it. :)
hell, there is nothing going to stop me from doing so :drevil:
now when will you release it?
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in few days time I think , only have 2 lods in the model and need to get that in and one last check on everything.
:p
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Your almost done?
AWESOME!!!!!!!!!
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Hooray! :D
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The texturing looks way too overtiled. The amount of lights on it give me a headache. :p The Asteria is a small station, but textures make it seem larger. IMO anyway. ;)
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Kidna agree on the textures being overtiled but I had to or it would look crappy... er? :p
256x256 h8!
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The texture's hiding a lot of detail on the model.
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Use all of the Arcadia's textures. :nod:
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Use all of the Arcadia's textures. :nod:
That's the problem , since the Arcadia textures are such low-rez (thus eay for them being ugly :P ) I'm thinking of making new textures for tile texturing.
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I'd agree with making some new station textures for the Asteria as the Arcadia textures really don't do the model any justice at all.
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Normally I say nothing, BUT in this I have to agree.
Stock Arcadia textures do not do the model justice, and hide a great deal of the hard work you did on the model. :nod:
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Small update , replaced two of the textures with 512x512. The textures themselves need some more tweaking.
( need to tilemap them better too ) I just wanted to hear the general opinion on them. :)
(http://img504.imageshack.us/img504/4606/update1oz1.jpg)
Only one of them is glow mapped to reduce Axems headache when he's looking at it :P
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Wow that looks sa-weet, a lot better then it was before. :yes:
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The Asteria somehow reminds my of the INFR1 Arcas...
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:jaw: :jaw: :jaw:
:yes2::yes: :yes2::yes: :yes2::yes:
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(http://img504.imageshack.us/img504/4606/update1oz1.jpg)
:yes:
Holy Mother of Eyecandy! Where did you take those textures from?
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Nice nice nice!
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(http://img504.imageshack.us/img504/4606/update1oz1.jpg)
:yes:
Holy Mother of Eyecandy! Where did you take those textures from?
hehe I start from scratch , almost embarrassed to admit that I use the tutorial texture as a basis and then work from there.. :nervous:
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Wow, that looks far better with the new textures. Great job Oddgrim :yes:
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WOW is all I can say
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It's done , final this time .. gonna release it tomorrow... damn I'm tired. :p
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a 200% improvement for sure. :yes:
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Releasing it?
WOOOOOOOOT!!!!!!!!!!oneone1111111
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RELEASED!!! (http://www.hard-light.net/forums/index.php/topic,49584.0.html)
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WOOOOOOOHOOOOOOOO!!!!!!!!