Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: stormfronter on November 24, 2007, 11:17:17 pm
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Ive been playing freespace and its mods for about 5 months now so I thought it would be a good time to build a model. The model took me about 10 hours to create. My inspiration was the Diemos class warship.
I havent put any turrents on it yet
I dont know how many polys are standard for ships in freespace2 im assuming the models are not very detailed meshs. Anyways I wanted to know whats an exceptible poly count for a model such as a cruiser.
I havent optimized the mesh yet, as it stands its 3528 polys created in MAYA 7
Let me know what you think.
thanks.
(http://www.xvertex.com/Will/extras/deimos2/side.jpg)
(http://www.xvertex.com/Will/extras/deimos2/top.jpg)
(http://www.xvertex.com/Will/extras/deimos2/bottom.jpg)
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It's a pretty good model from my point of view.
The highest amount of polygons a FS2 retail ship had was around 2000 - the Colossus - but those models were made for less powerful computers, so your poly-count is perfectly acceptable.
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:welcomesilver:
Welcome to the HLPBB!
This model is fantastic. Steadfast might need an upgraded version of the Deimos in the future, so you have all my support for this one :yes:
Uhm, do you know how to add turrets and LODs? There are many tutorials...
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I still have to UV this sucker first, but any direction to find the proper tutorials for doing the shine mapping,bumpmapping, glowmaps and turrets would be appreceated. In all honestity i have no idea how to proceed after the UVs' and texturing is done.
thanks
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Try the FreeSpace Wiki:
http://www.hard-light.net/wiki/index.php/Modelling
;)
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I still have to UV this sucker first, but any direction to find the proper tutorials for doing the shine mapping,bumpmapping, glowmaps and turrets would be appreceated. In all honestity i have no idea how to proceed after the UVs' and texturing is done.
thanks
For glowmaps: http://www.hard-light.net/forums/index.php/topic,43189.msg885277.html#msg885277 (http://www.hard-light.net/forums/index.php/topic,43189.msg885277.html#msg885277)
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As for the name...since Phobos is already used and Deimos II or Deimos Mark II doesn't sound good, what about Formido or Metus? ;)
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Metus sounds too Vasudan for my taste (Me
ntu). Formido also sounds a bit french, but me likes it!
Storm: Nice job! A very few people can do modelling when they first enter Hard-Light.
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Metus and Formido were the Latin names of Deimos...
And how can a word ending with -us sound Vasudan?!? ;)
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What about Phobos?
Or even Ganymede?
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What about...there already is a GTCv Phobos? :P
And what about...there already is an installation called Ganymede? :P
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Nice..add more detail to it tough...like something on the head.
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I was thinking a Deimos II, but other class names I was thinking of are: SARPEDON, DIOMEDES or ADRASTOS.
Greek Mythology Names
http://www.behindthename.com/nmc/gre-myth.php
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Please don't call her Deimos II ;)
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Cool ;7 I like it :yes2:
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I like it but do something about that curve at the front. It's too obvious it's just been lathed.
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Well the model seems open to major changes. A turret or bridge placed there should solve the problem :yes:
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What about Phobos?
Or even Ganymede?
Oh d'uh. Just me being stupid :D
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Well, Phobos isn't a bad name. There already is a warship called Phobos in Inferno, but you can use that name if you like it. It's the logical development of Deimos ;)
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I've picked out some more fancy sounding names for you:
Hyperion
Titania
Dysomnia
Dactyl
Tethys
Titan
Europa
Callisto
Proteus
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Really nice ship, I can't wait to play with it in game... ;7
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As it stands the names i prefer are :
Diomedes
Proteus
Phobos
Adrastos
Question(s) to the modelers. Should I put turrents on before I start UV'ing?
better question , what would be the natural progression I should take afer the mesh is complete?
One last thing.
I modified the front of the ship, let me know which version u prefer better, i also indicated in yellow parts i added.
Personally: I prefer the original I co uld make it work with some smart texturing, but the modified version isn't many more ploys. I would like your feedback.
thanks.
(http://www.xvertex.com/Will/extras/deimos2/mod1.jpg)
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I'd prefer the original one. But if you make the curve bigger, you've got me.
And please give it uber turrets of death ;)
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I'd prefer the original one. But if you make the curve bigger, you've got me.
And please give it uber turrets of death ;)
by bigger, do you mean a more detailed curve?
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I mean roughly the same curve like the original, just rounder.
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I dunno. It has roughly the same lines, but I'm not feeling it. This looks like some sort of freighter to me.
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I really like the rear, but I'm with Kara on that nose (although the new scaffolding looking stuff is quite cool.
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The whole thing looks good :yes:
maybe there could be two versions? like one could be more specialized in one area ;7
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Try to make the front more sporty looking. You can try adding some greble on the top (of the head)
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I really like the rear, but I'm with Kara on that nose (although the new scaffolding looking stuff is quite cool.
Yep. Pretty much sums up my opinion.
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As it stands the names i prefer are :
Diomedes
Proteus
Phobos
Adrastos
What about Adrastos? :)
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Fighterbay please!
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It wouldn't be a real corvette then...more like a castrated pimp like the Moloch.
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Why? I think it can house one or two wings and remain a strong warship.
The Moloch is weak because of its SRed cannons...
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It looks great but honestly not very Freespace-y, if anything it reminds me of Warhammer 40,000. :)
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It looks great but honestly not very Freespace-y, if anything it reminds me of Warhammer 40,000. :)
But it's not a cathedral!
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As it stands the names i prefer are :
Diomedes
Proteus
Phobos
Adrastos
Question(s) to the modelers. Should I put turrents on before I start UV'ing?
better question , what would be the natural progression I should take afer the mesh is complete?
One last thing.
I modified the front of the ship, let me know which version u prefer better, i also indicated in yellow parts i added.
Personally: I prefer the original I co uld make it work with some smart texturing, but the modified version isn't many more ploys. I would like your feedback.
thanks.
(http://www.xvertex.com/Will/extras/deimos2/mod1.jpg)
Looks like a nice ship. I like how it draws from the Deimos design but toughens it up a fair bit. Poly counts look acceptable as well. Not sure I like the front just yet...I think that could be better...you've got this great angular box shaped ship and then it has a rounded front at the top. I don't think it matches well. Perhaps some slight narrowing and maybe part of the bow is angled forward but the curve is a bit odd. Still its your ship and it looks great overall!
Might want to conceptualize your weapons load as well before you go all out on modeling that.
BTW: There is no such thing as a "turrent". We had a pandemic of people saying this word that doesn't exist. Best not to spread the disease :)
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You could also name is "Mars"
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Why? I think it can house one or two wings and remain a strong warship.
The Moloch is weak because of its SRed cannons...
It's weak becouse of some semblance of logic was used to design it.
If you have two warships of equal size and volume and you spend 1/5 of the volume for a fighterbay on the first one, that means it has 1/5 volume LESS for armor/reactor/weapons. Therefore, if you make it just as strong as the second warship in those aspects, yet give him additional fightercapicity, unless you have some wonderous tech explanation or use pure handwavium is IS and will be crappy.
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Gotta keep fighters somewhere, tho. Better to keep them spread out (multiple vettes/frigates) than keep all your eggs in one basket (destroyer) IMO. Particularly if you're trying to practice asymmetrical warfare (which anything involving the Shivans is bound to be).
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It's weak becouse of some semblance of logic was used to design it.
If you have two warships of equal size and volume and you spend 1/5 of the volume for a fighterbay on the first one, that means it has 1/5 volume LESS for armor/reactor/weapons. Therefore, if you make it just as strong as the second warship in those aspects, yet give him additional fightercapicity, unless you have some wonderous tech explanation or use pure handwavium is IS and will be crappy.
Are you sure? The...Adrastos(:P) appears to be a very heavily armed and armored warship, it is going to be superior to the Deimos under most, if not all, aspects.
Turrets, please ;)
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Are you sure? The...Adrastos(:P) ............
What is this? Where is this? Why aren't we already using it?
Turrets, please ;)[/i][/color]
A cup of tea and some biscuits, please ;)
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Me likes.
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Thanks for the feedback all, Ive been busy, ill have the uv done this weekend,
I will fix the front of the ship as it appears to be the weakpoint.
Also , I dont know about a fighter bay yet, I don't want to go overkill with the poly count and balancing. Im pretty sure ill up to 4000 to 4200 with my modificatons such as cannons.
I invision this ship as a heavy cruser/antifighter , more capable than a deimos, but not as strong as 2 combined.
Diemos- Class specs RED
My ship specs GREEN
Length 717 m 800 m
Hitpoints 80 000 92 000
Max Velocity 30.0 ms-1 35
Turret Type Amount
Terran Turret 6 suggestions
Terran Huge Turret 4 suggestions
Standard Flak 6 8
Piranha 2 2
Anti-Fighter Beam 4 6
Terran Slashing Beam 4 4
Plus
Big Green Beam 2
Ill have a new screen shot(s) soon.
Obviously im still open to suggestions especially about what turrets and how many to place.
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it would be stronger than 2 with those Big Greens, and 4 Slashes.
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I dunno about 6 AAAf beams. That's Hecate scale.
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The Hecate has 4 Terran Slashing Beams and 1 Big Green.
An Orion has 3 Terran Slashing Beams and 3 Big Greens.
So your corvette would have almost as much as firepower as an Orion class destroyer plus an anti fighter armament that matches even the Hecate.
I think you should give it only one BGreen and 4 AAAf beams. That would be still more than enough to be a threat for capital ships but right now it is too powerful for a corvette IMO.
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Thanks, keep the suggestions comming. I dont want this to be an overbalanced ship of course so I apprecieate your suggestions.
How does this sound.
4 AAAF: 2 sides - 1 bottom - 1 top
3 slashing beams: - 2 on the sides - 1 rear
1 Bgreen in front.
2nd matter is the Turrets
I want a formidable antifighter defence so 5-6 flak guns. I want all angles covered.
The lazer turrets are another issue, should I match the original diemos or should I put even more.
What would be a good balance with the turrets and huge turrets.
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Hmmmm, how about Lakhesis for the name?
P.P.S.
Since this is a Deimos Mk. 2, it should be fairly advanced. Keep the two BGreens.
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keep two bgreens and the four terslashs. Just spread them out so the all can't hit a target at the same time.
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How does that sound: One BGreen in front, one back, one slasher on both sides, one on top and one at the bottom?
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Or do what I did - make a Medium Green Beam :P
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Here's what I think is a relatively balanced and realistic armament for an anti-ship corvette:
One BGreen mounted on the front-centre
One TerSlash mounted on the front below the BGreen
One AAAf beam mounted on each side of the corvette
One AAAf beam on that raised bar in the rear
Two Standard Flak mounted on each side of the corvette
One Standard Flak on the bottom
Two Terran Turrets mounted on each side of the corvette
One MX-52 on the bottom
So in all
1 BGreen
1 TerSlash
3 AAAf beams
5 Standard Flak
4 Terran Turrets
1 MX-52
This would make a ship highly adept in the offensive role against other corvettes and cruisers, with a chance of taking on a destroyer, but while able to adequately fend off some fighter and bomber attack, is lousy on the defensive.
Personally I still think that it looks more like a cargo ship than a warship. But if you make the curve at the front more of an angle...
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Do you have any idea how powerful a BGreen is?!! It's almost 8 times more powerful than the TerSlash! I don't think it should be put on a corvette. I would recommend MjolnirBeam#home. It's a lot weaker than the BGreen but twice as powerful as the TerSlash.
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So? Look at the Lilith - It's a CRUISER and has a LRed, and the LRed is just a tad weaker then a BGreen.
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So? Look at the Lilith - It's a CRUISER and has a LRed, and the LRed is just a tad weaker then a BGreen.
Please note that the Lilith is incredibly rare.
Do you have any idea how powerful a BGreen is?!! It's almost 8 times more powerful than the TerSlash! I don't think it should be put on a corvette. I would recommend MjolnirBeam#home. It's a lot weaker than the BGreen but twice as powerful as the TerSlash.
Why not a beam slightly inferior to the BGreen that can hit only targets located in front of the ship? Some kind of Mjolnir beam...
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So? Look at the Lilith - It's a CRUISER and has a LRed, and the LRed is just a tad weaker then a BGreen.
Actually, the LRed is more powerful than a BGreen. As Mobius said, the Lilith appears ONCE in the game. ONCE.
Why not a beam slightly inferior to the BGreen that can hit only targets located in front of the ship? Some kind of Mjolnir beam...
The MjolnirBeam#home does twice the damage of the TerSlash. Putting two of them in the front of the ship. It would be able to shred anything to pieces, but it wouldn't be outrageously overpowered.
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The model will have a shp.tbm...why not a wep.tbm, too? A medium-powerful beam pointing to the front and acting like normal Mjolnir beams.
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Mjolnir beams can't aim at all... They need to be perfectly aligned which is a pain in the ass.
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That's the point! The beam will be effective only in certain circumstances(attack against a destroyer or installation). It's ok for balance.
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That would be a more "strategic" craft... I kind of like the idea.
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It would turn the Adrastos(?) into an almost perfect war machine. I don't know what the author has in mind, however...
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Once again, I'm under the assumption that this starship is more advanced than a Deimos, therefore, it should be stronger.
Stick with the BGreens.
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A few TerSlash beams with a main dumb Green beam. Where's the problem? The BGreens are the way too powerful for a corvette. Even one BGreen is overkill.
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Revised version.
1 BGreen
1 TerSlash
3 AAAf Beams
3 Standard Flak
4 Terran Turret
1 MX-52
Because all of its main beam armament is at the front, it would be extremely vulnerable to attack from the sides. In effect its role is to jump in and take care of capships quickly and run away.
Besides, the Iceni has 3 BGreens, and its scarcely larger than a Deimos.
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Besides, the Iceni has 3 BGreens, and its scarcely larger than a Deimos.
But there's only one Iceni!
Think about it:
The BGreen can squash an entire destroyer with FOUR SHOTS. FOUR. Do you really think this kind of firepower can be on a mass-produced corvette?
EDIT:
But of course, it is all up to the author, so ignore me.
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For the Love of pastrami sandwiches! Make your own beam for it and balance it accordingly!
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Think about it:
The BGreen can squash an entire destroyer with FOUR SHOTS. FOUR. Do you really think this kind of firepower can be on a mass-produced corvette?
And the same Destroyer squashes that corvette in 2(maybe 3?) shots from its own BGReen. I think that's fair.
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Yes it does, but a destroyer is almost times the volume of a corvette and costs a lot more.
So it needs to be DESTROYER >> CORVETTE
That said, a single BGreen per a corvette doesn't sound streched. I have one like that. Hell I have a Frigate that has even more firepower. You got to remember to balance it out by making them vulnerable on other ways. Best to make them their own weapons.
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You could also scale the ship up a bit and make it a "light" destroyer. You don't have to worry if a BGreen is too much firepower then.
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As far as names go Adrastos, Rhea, and Tethys sound good to me, though i was going to use Rhea as somthing myself
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How about Ontos?
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How about Ontos?
Sounds more like a Tank to me.
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Ideas for a name:
note: the HCv in GTHCv means 'Heavy Corvette'
GTHCv Iikram Selucreh
GTHCv Nodimrym
GTHCv Semreh
GTHCv Amehan
GTHCv Anavar
GTHCv Edon Mmoc
Anyone ready to kill me yet? ;7
:edit:
whoops!
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Assuming a Heavy Cruiser is smaller then a Corvette...
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Ideas for a name:
note: the HCv in GTHCv means 'Heavy Corvette'
GTHCv Iikram Selucreh
GTHCv Nodimrym
GTHCv Semreh
GTHCv Amehan
GTHCv Anavar
GTHCv Edon Mmoc
Anyone ready to kill me yet? ;7
:edit:
whoops!
I personally don't like strange prefixes. GTCv is ok, that model is a corvette. The Herc II and the Tauret are not HF.
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Revised version.
1 BGreen
1 TerSlash
3 AAAf Beams
3 Standard Flak
4 Terran Turret
1 MX-52
Because all of its main beam armament is at the front, it would be extremely vulnerable to attack from the sides. In effect its role is to jump in and take care of capships quickly and run away.
Besides, the Iceni has 3 BGreens, and its scarcely larger than a Deimos.
I'd give it 2 Terslashes, in the front/side corners so the Cv would be capable of shooting targets on it's sides, and if it's attacking something big it could also shoot all 3 beams forward.
Another thing is that 3 AAA's is less than a Leviathan has.
P.S. Giving a Mjolnir like beam in the front turret doesn't make it useless in anything other than a blockade, since the ship is facing it's target for minutes during a slow attack run, aiming the beam cannon at it.
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MjolnirBeam#home seems like the best choice to me. BGreens are very powerful. In fact, they do MORE than half as much damage as the BFGreen. You people really do like overpowered ships. But overpowered ships are good... :nod:
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MjolnirBeam#home seems like the best choice to me. BGreens are very powerful. In fact, they do MORE than half as much damage as the BFGreen. You people really do like overpowered ships. But overpowered ships are good... :nod:
Then he should use the BFGreen... I use it on the Cobra and no one complained :P
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Then he should use the BFGreen... I use it on the Cobra and no one complained :P
Why not make the Gargant 10 times bigger, while you're at it? :rolleyes:
Not that that's a bad idea...
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I think the Deimos has 6 AAAF IIRC.
Put 6 or 7 of them on the corvette.
1 Bgreen and 4 Slashes
4 terran turret
8 flak
2 Cyclops
All comes to 19-20 turrets, less than the Deimos
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BGreen this BGreen that... Is anyone on my side?
No?
Fine.
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BGreen this BGreen that... Is anyone on my side?
No?
Fine.
*Pushes him off a cliff*
Anyways I thought 1 BGreen and 1 TerSlash would do it, but you want to make armament heavier? The idea is that it is supposed to be for when you don't need an escort vessel, but you do need some serious anti-capital firepower to take out like say a single destroyer. Jump one of them into a blindspot with some escort and the destroyer would be destroyed while the minimal AA armament and its escort wing fend off threats long enough for that to be accomplished.
Also, I believe that aspect-lock weapons don't work on capships do they? And 1 BGreen and 4 TerSlashes is Hecate scale anti-capship armament (although in my slightly tinkered FS2, the Hecate has 2 BGreens and 3 TerSlashes).
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Snail is right. A couple of those corvettes would be enough to take down a destroyer!
92,000 hitpoints each and 2 BGreens in total. Is a destroyer with about 120,000 hitpoints able to handle the threat? The corvettes would win even if they attack an Orion from one side, where the destroyer can bring two BGreens to bear.
Oh, and the corvettes also have TerSlash beams. They're enough to devastate turrets and subsystems.
It's a matter of balance!
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Its fairly rare to see more than 2 corvettes together at any time while on a mission though, and in large fleet actions the Orion would probably be supported.
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In fact I said that two corvettes are enough. Three corvettes would overkill a destroyer, I'm sure of it.
The Orion would be supported? Very well. It would lose a cruiser for every two BGreen shots(just one to kill a Fenris). The Orion wouldn't fire because of the risk of friendly fire. TerSlash fired from the corvettes will destroy turrets and subsystem(and finish off weakened ships)...
The battle will result in a massacre. Even with one heavy corvette destroyed, the opposing group sustains incredible damage.
I support Snail's opinion. Balance takes the precedence.
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You also have to take into account positioning though. If the corvette was armed with a TerSlash and BGreen forward with nothing else, it is virtually helpless if anything appears from any direction besides its forward arc.
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The corvettes are attacking the destroyer, I assume they are in a position that allows the use of their BGreens. This is not the point of the discussion, however. A corvette armed with a BGreen is overkill. Please create a MGreen or something like that to weaken its firepower.
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I meant 2 mjolnireams.
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I did some calculations and I realized that I happen to be very, very, very stupid.
MjolnirBeam#home, despite being weaker than a BGreen per pulse, can do a more damage in a minute since it only needs to recharge for 7 seconds.
BGreen has 52,800 damage potential per minute.
MjolnirBeam#home has 75,428 damage potential per minute.
So I would actually recommend a new MGreen or a BGreen in that respect. :blah:
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Use this:
$Name: MGreen
$Model File: none
@Laser Bitmap: laserglow01
@Laser Color: 0, 255, 54
; pale green R 192 G 255 B 200
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Mass: 100.0
$Velocity: 1600.0
$Fire Wait: 20.0
$Damage: 600
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 2.5
$Energy Consumed: 0.30
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 125
$ImpactSnd: 88
+Weapon Range: 4000
$Flags: ("Big Ship" "huge" "beam" "no pierce shields")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 40.0
$BeamInfo:
+Type: 0
+Life: 5.0
+Warmup: 2000
+Warmdown: 3000
+Radius: 60.0
+PCount: 25
+PRadius: 1.4
+PAngle: 60.0
+PAni: particleexp01
+Miss Factor: 1.0 1.3 1.3 1.3 1.4
+BeamSound: 146
+WarmupSound: 151
+WarmdownSound: 158
+Muzzleglow: beamglow3
+Shots: 0
+ShrinkFactor: 0.0
+ShrinkPct: 0.0
$Section:
+Width: 10
+Texture: beam-red
+RGBA Inner: 255 255 255 255
+RGBA Outer: 150 150 150 10
+Flicker: 0.0
+Zadd: 4.0
$Section:
+Width: 20
+Texture: beam-green2
+RGBA Inner: 160 160 0 255
+RGBA Outer: 60 60 0 10
+Flicker: 0.45
+Zadd: 3.0
$Section:
+Width: 25.0
+Texture: beam-green
+RGBA Inner: 255 255 255 255
+RGBA Outer: 150 150 150 10
+Flicker: 0.4
+Zadd: 2.0
$Section:
+Width: 30.0
+Texture: beam-green3
+RGBA Inner: 255 0 0 255
+RGBA Outer: 60 0 0 10
+Flicker: 0.5
+Zadd: 0.0
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What if he just comes with another supership? Like a destroyer easily pwning those Corvs. :D
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If, if we temporarily treat this ship as a new addition to the FS universe, then wouldn't it be safe to say that it would be released after the events that occurred in FS2? If so, wouldn't it be safe to say that the GTVA would be able to put more advanced technology on it? If so, shouldn't it be able to murder anything that has not been upgraded with said technology?
:nervous:
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This sounds perfectly feasible and logical to me.
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I think im going to go with the Mgreens as the primary weapon.
here is the configuration im going with.
as you can see it will be a real terror to attack, but, i left the bottom of the ship as the easiest to attack but you would still have to contend with getting the right angle to avoid the side AAAf beams. even so destroying one of the side ones would make the ship fall eventualy. But hopefully its armor can keep it in the fight even after a side has been left open to attack.
(http://www.xvertex.com/Will/extras/deimos2/turrets1.jpg)
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stormfronter: :yes:
If, if we temporarily treat this ship as a new addition to the FS universe, then wouldn't it be safe to say that it would be released after the events that occurred in FS2? If so, wouldn't it be safe to say that the GTVA would be able to put more advanced technology on it? If so, shouldn't it be able to murder anything that has not been upgraded with said technology?
:nervous:
No. Look at Inferno R1, many ships were unbalanced. Let's not repeat that mistake ;)
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stormfronter: :yes:
Incorrect. What you should have put was:
stormfronter: :yes2::cool::yes:
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(http://www.xvertex.com/Will/extras/deimos2/turrets1.jpg)
Beautiful job... :yes:
now, where is the ship?
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CONVERT! CONVERT!
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At least put one Bgreen on the front. :(
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I would like to start converting asap.
If your experienced with bringing models into FS, add me to your MSN [email protected] , I need some direction in how to proceed along with a few basic questions.. From here, Right now im adding the turrets in MAYA 7.
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Isn't 9 flak turrets a bit much?
Also you forget that a destroyer under attack could sortie bombers.
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How about if the Rear side Flaks were replaced with normal lazer turrets. I ll consider it.
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You might use something like the GTVA Rapid Laser from Inferno. It's a bit far from FS2 weapons, but it would be interesting.
$Name: GTVA Rapid Laser
+Title: XSTR("GTVA Rapid Laser", -1)
+Description:
XSTR(
"Long-Range Tactical
Kinetic Weapon
", 3263)
$end_multi_text
+Tech Title: XSTR("GTVA Rapid Laser", -1)
+Tech Anim: Tech_GTW_ML-70
+Tech Description:
XSTR("", 3265)
$end_multi_text
$Model File: none
@Laser Bitmap: newglo3
@Laser Glow: 2_laserglow03
@Laser Color: 190, 150, 250
@Laser Color2: 190, 150, 250
@Laser Length: 20.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 1.5
$Velocity: 1000.0
$Fire Wait: 0.15
$Damage: 7
$Armor Factor: 0.5
$Shield Factor: 2.3
$Subsystem Factor: 0.1
$Lifetime: 2.0
$Energy Consumed: 0.8
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 169
$ImpactSnd: 85
$Flags: ("stream")
$Icon: iconflail
$Anim: Flail2
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 15.0
Feel free to modify it and make it less/more effective against bombers/ships :)
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You can also try this:
;------------------------------------
$Name: Gattling Turret
$Model File: none
@Laser Bitmap: laserglow04
@Laser Glow: 2_laserglow03
@Laser Color: 150, 250, 150
@Laser Color2: 180, 240, 180
@Laser Length: 9.0
@Laser Head Radius: 0.60
@Laser Tail Radius: 0.60
$Mass: 0.4
$Velocity: 1200.0
$Fire Wait: 0.01
$Damage: 10
$Armor Factor: 1.0
$Shield Factor: 0.9
$Subsystem Factor: 0.8
$Lifetime: 0.8
$Energy Consumed: 0.30
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 110
$ImpactSnd: 85
$Flags: ("Big Ship" "same turret cooldown" )
$Icon: icongun03
$Anim: LoadGun02
$Impact Explosion: none
$FOF: 1.1
DISCLAIMER: I'm not responsible for the carnage that will result in it's use.
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;------------------------------------
$Name: Gattling Turret
$Model File: none
@Laser Bitmap: laserglow04
@Laser Glow: 2_laserglow03
@Laser Color: 150, 250, 150
@Laser Color2: 180, 240, 180
@Laser Length: 9.0
@Laser Head Radius: 0.60
@Laser Tail Radius: 0.60
$Mass: 0.4
$Velocity: 1200.0
$Fire Wait: 0.01
$Damage: 10
$Armor Factor: 1.0
$Shield Factor: 0.9
$Subsystem Factor: 0.8
$Lifetime: 0.8
$Energy Consumed: 0.30
$Cargo Size: 0.0
$Homing: YES
$LaunchSnd: 110
$ImpactSnd: 85
$Flags: ("Big Ship" "same turret cooldown" )
$Icon: icongun03
$Anim: LoadGun02
$Impact Explosion: none
$FOF: 1.1
If that works, it would look so awesome.
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You havn't seen this in action, havn't you? :wtf:
Try it.."Rain of death" gets a new meaning. ;7
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Before you convert you need to texture and put guns on.
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Does anyone know of a free converter, My model is built in MAYA 7, I have yet to find a conveter that will do the mesh and UV map. If any of you know of one please let me know.
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Converting doesn't UVmap.
You have to do that your self.
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I think he means what format will preserve the UV map. If so, what formats can Maya export to? Typically .OBJ, .3DS, .X, and a couple of others are good choices. You'll then need 3d exploration to save it to COB if truespace can't directly open your file (which it usually can't).
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I have already created the UV map. I just dont want to loose the work Ive already done.
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Yeah, so...what formats can maya export to? ;)
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Yeah, so...what formats can maya export to? ;)
Maya 7 can export as
.DFX
thats all they give me as options.
I found a program called 3d Photo browser that allows me to open the mesh and save it as a COB, 3DSmax, 3ds, OBJ, LWO.
I have put them in the file below (link) if you would like to see the completed mesh. - I don't know if it will work though As i only have MAYA 7 and Truespace 3.2 (which sucks balls) :D
FILE:
http://www.xvertex.com/Will/extras/deimos2/BASED%20ON%20DEIMOS.zip
And here is some images of the final design armed.
(http://www.xvertex.com/Will/extras/deimos2/100.jpg)
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Very nice. :)
DXF will strip your uv map as far as I know, so that's not much good. Is that really the only export/object saving format it can do?
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TRy using Lithium Unwrapper.
I know TS can import 3Dmax models with a preserved UV map, but I don't know if Maya exporting to 3ds will keep the UV map.
That's why I reccomned using Lithium. It can convert from practicly any format to anoter and keeps the UV mapping. Hasn't failed me yet :P
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Well it can't pull a UV map out of thin air, and if DXF is the only export choice, then that's exactly what you'd be asking it to do. :p
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Why not search HLP for better looking turrets?
If you look up turretz you might get something.
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I have to say that I like your model more then the original Deimos and that was my favorite capship in FS2.
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Why not search HLP for better looking turrets?
If you look up turretz you might get something.
Are the turrets that bad?
These are more detailed then the FS2 ones, and they come at a price, im model is up to 6200+ polys, +2000 more polys due to the turrets from the original mesh.
I have to say that I like your model more then the original Deimos and that was my favorite capship in FS2.
Thanks, my fave ship was the Deimos as well.
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Why not search HLP for better looking turrets?
If you look up turretz you might get something.
I would say better looking and bigger turrets. Many of them are too small and look fragile ;)
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Maybe the ship doesn't need to compensate for something. ;7
It looks perfect to me.
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Why not search HLP for better looking turrets?
If you look up turretz you might get something.
I would say better looking and bigger turrets. Many of them are too small and look fragile ;)
well I can make amazing turrets but the poly count will keep rising, im already past 6000 polys, which i think is already too much. If anything id increase the size of the main turrets on top.
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I still can't shake off the freighter feeling though.
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I saw in the model that most of the turrets were connected to the ship.
They need to be separate objects.
EDIT:The HTL Deimos was my favorite 2, but with the HTL Lucifer in a close second.
I like this ship and the HTL Deimos the same.
I think the Deimos had 11k polys.
the original deimos had that many polys? damn..
Originaly the turrets were separate objects, i combined then for viewing.
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The upgraded Deimos has 11k polys. :nod:
Not the retail one.
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Why not search HLP for better looking turrets?
If you look up turretz you might get something.
I would say better looking and bigger turrets. Many of them are too small and look fragile ;)
well I can make amazing turrets but the poly count will keep rising, im already past 6000 polys, which i think is already too much. If anything id increase the size of the main turrets on top.
But many turrets are too small. The dimensions have no influence on the polycount. The turrets with barrels, in particular, should be bigger ;)
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[clueless] did you just draw in those beam effects, 'cause that picture isnt from freespace.[/clueless]
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[clueless] did you just draw in those beam effects, 'cause that picture isnt from freespace.[/clueless]
yes they are drawn in its a rendering. just for show, its not in game nor was its intention. I still have no idea how to make these systems work in game.
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Wow i like this one almost more then i like the DEimos and i must admit the Deimos is my favorite ship in the FS universe that is smaller then a destroyer and weaker then the Iceni.
Also since the original Deimos was a true fighter/bommber serial killer with no shame or remorse whatsoever i would expect this one to be equali scruppules when it comes to its aaaf abilaties yet have more heavy weaponry. I mean the original deimos only lacked in one are to make it a perfect ship and that was its weak slasher beams.
I originaly believed 2 BGeens would do the trick but that would leave it how shall i sai this a bit too powerfull and a bit vulnerable from attacks from the flanks.
So the idea of using Mgreens and ter Slashers is just perfect however i would go for VasSlash since they do a bit more damage or VasSmall beams since they do a bit more damage then the Slashers and are a lot more acurate. But i somehow get the feeling this would be overkill.
Also the placement of the Mgreens on the sides means it has just slashers in the forward firing ark which to me well lets just say it makes it rather weak in an attack vector.
I mean to be truely formidable it would have to have the 2 MGreens wither in front of it or on corners in the front giving it the abilaty to fire both forwards and sideways in an engagement.
Oh and for the ppl who think 2 Bgreens is overkill then what do 3 LReds or was it 4 on a ravana mean i mean that destroyer can take out any other destroyer in what 1 salvo??
Anyway this is just my 2 cents here!
With the Mgreens forward but in the corner you can also add/move another turret to the forward sectio perhaps a flack turret. This would make it a versative warship very deadly in an attack role and superb in a defensive battle as should all GTVA ships be.
However if this is a bit too much or too few you can just do as you please but rememeber what i said about its aaaf abilaties i mean you can leave the Mgreens on the sides but if its a fighter/bommber murderer even more ferocoius the its predecessor then i will love it.
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Balance precedent still standing, I l;ike the current loadout. Once its release i'll tweak in fred to max power in all honesty. Then dump it inrto wing commander :p
ps-A1.......... Your sig makes me laugh every single time. Remember, drugs are bad :nod:
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Well that was mi original fear also it will become too unbalaced however i do not believe that swapping the places of the well actualy more then swapping rearangine the main beam cannon a bit would make it a an uber ship of doom.
As for the AAAF abilaties well if this would be more of a dedicated warships towards cap ships anihilation then the original deimos definetly has its uses since it is the most formidable aaaf platform in existence!
Hmm whoever finishes this i wan to see it in a campaign no matter what:D I like the design of it sleek sexi deadly....! oki im gooing to stop now cuz im drooling here and imagining all sort of wierd things!
Also what do drugs have to do with everithing???
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Does anyone want to convert, and texture this model:yes:? The tools are limited for MAYA users and I dont have MAX so building a UV map in maya is usless, unless there is a converter that will take the UV map over to max or whatever other program.
Anyways let me know.
:D
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You do realise this thread is over a year old.
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yea i know... but why just let it go to waste... Perhaps someone would be intrested in this model.
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Personally, I think that it could use more detail, unless you have added more detail.
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Wait, it's UV mapped already?
Then it just needs texturing.
Can you export as Collada (*.DAE)?
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ive uv'd it in maya but there is no way to bring over a Maya file into max or any other program.
no maya does not convert uv maps, but i have the file in obj format.
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Then upload it somewhere and post a link here. I'm sure someone would like to take a look at it. :)
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Then upload it somewhere and post a link here. I'm sure someone would like to take a look at it. :)
This link is already in this thread, but ill post it again, I have different formats within the zip LWO. 3ds. COB. Obj.
http://www.xvertex.com/Will/extras/deimos2/BASED%20ON%20DEIMOS.zip
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Play X3 much? ;7
Screams Argon Mercury to me.
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I played x3 the game a few months ago but i made this model over a year ago, I hadnt played it back then. But now that you mention it i see the resemblance, but a mercury is a transport, my ship is a death machine.
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You know, that ship reminds me of a train/tractor. A very heavily armoured and deadly one without wheels...