it can be mediavp tiem now plz?
Well I opened it in Wings and it is not a closed mesh. It is in many parts.
poor trashman... :P
yeah....
but i think the mesh is not too overloaded for the game. i think it could be used directly after conversion....
but i tweaked it now for beauty-renders a bit....could not resist ;)
yeah....
but i think the mesh is not too overloaded for the game. i think it could be used directly after conversion....
but i tweaked it now for beauty-renders a bit....could not resist ;)
IMO, the background is ugly.
IMO, the background is ugly.
Not "ugly" but "not so FSish". Why you don't simply import the starfield texture and add many, small nebulae?
yeah....
but i think the mesh is not too overloaded for the game. i think it could be used directly after conversion....
but i tweaked it now for beauty-renders a bit....could not resist ;)
It would be cool as hell if we put the subsystems as destroyable submodels. ;7
That things lookin great...:wtf: You mean the Lego one? Meh... Don't like the colours.
also, check this out:
Another Colossuss (http://imthearbiter.deviantart.com/gallery/#_featured--2), look in the middle of the page.
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.
Fighters/Bombers - Less than 6000 Polygons
Cruisers/Freighters - 6000-12000 Polygons
Corvettes - 14000-18000 Polygons
Destroyers - 20000-24000 Polygons
Juggernauts - 24000 Polygons upwards
Experienced people (like VA) have said that those numbers are really only for UVMapped ships.
beams: doesnt mind
you could fit pair of heavy bombers in the larger turrets of that thing... Is it just me, or does the Collie have nothing except a bunch of huge green beamz?
yea, it deserves a better glory shot :PWho said it was supposed to be a glory shot? :P
Its a little on the polygon heavy side (~30k polys, and tile textured) though.
For normal maps, glow-maps and everything, just browse around the forums a bit. There's a program that can get you to easily make normal maps, I think.
You plan on greebling the ENTIRE SHIP with that amount of detail? :eek2: It's already 30k polies...
Is this style/level/scale of greebling OK? I haven't really done this before. I think if anything it's inconsistent... but then greebles are supposed to be varied...
Anyway if someone wants to point out which style of greebles I should do more of and which I should drop, please do so.
(http://freespaceport.googlepages.com/colossus-greebles.jpg)
You plan on greebling the ENTIRE SHIP with that amount of detail? :eek2: It's already 30k polies...
And I used to think 10k was a lot.
You plan on greebling the ENTIRE SHIP with that amount of detail? :eek2: It's already 30k polies...
I think Galactic Emperor could go overboard with this ship, since only one will ever be in a mission...Well, unless you're playing one particularly infamous campaign. :p
Well, unless you're playing one particularly infamous campaign. :p:confused:
Just Another Day 3, IIRC.Well, unless you're playing one particularly infamous campaign. :p:confused:
Taking Brand's advice. This area is the forward docking array, with ports for all kinds of service connectors.
Thoughts?
(http://freespaceport.googlepages.com/colossus-greebles2.jpg)
No(t much of a) chance, Sketchup is very sketchy for this kind of work. Exporting it would be a nightmare.
I realize that, but most of the population does not have even half of a brain.
Not bashing you SPECTRE, however SU does have a few more stumbling blocks (or at least differences from the norm)
[TEC voice]There's work to be done, are you interested?[/TEC voice]
:nervous:
[TEC voice]There's work to be done, are you interested?[/TEC voice]
:nervous:
YOUR FAILURE MAKES A POOR IMPRESSION.
Don't like it. Makes the collie look even more flimsy than usual.Last I remembered triangles were the strongest structural form next to circles.
That's... traditionally what the original Colossus model was trying to do though wasn't it?
Not a grid tube within a grid tube. The neck is way thinner in this configuration. The original didn't have holes in the neck.
Export 3ds from Blender. It won't have any textures, but it will import into SketchUp fine, despite what the naysayers may say. Though Spectre, I do have an old version of the HTL Colossus (the original one ragingloli posted) with the model cleaned up slightly (probably still a mess) as SKP. Are you interested?
I would imagine the original didn't have holes in the neck because at the time the game was made, such detail would have jacked up the polys to levels computers of the day would have choked on any time the collie showed up.
Structural Integrity in FreeSpace is determined by a field in it's ships.tbl entry and nothing else, except for special-hits in FRED.
Note a diffrence between grider "holes" (a.k.a. extrusions or intrusions...depends how you look at it) and a grider structure holding a inner neck. A lot of empty volume. Less structural integrityProbably the girders were just leftovers from the construction stage which were left in. Also note that there aren't any "holes" at all in the first place. The girders may have been there to add structural integrity to the area, not as a skeleton or whatever.
It looks very, very cool.
However, I'm concerned that the presence of that girder may affect gameplay too much. Couldn't a fighter just sit under the girder, shielded from fire? A big ship like this is bound to have some blind spots, but this would be far too obvious. Also, a small amount of weaponfire may go through what used to be solid hull.
The fact that the Colossus doesn't have places to hide in in retail...Actually you're pretty much safe flying between the gap where the engine block is.
The fact that the Colossus doesn't have places to hide in in retail, and that the fighter AI is too dumb to properly take out a fighter hiding in a place like that.Stop worrying about it. :p The amount of pure awesome factor this setup has over the original setup blows any piddly little cons like that out of the water.
In other words, it would mess up existing missions.
Do as you wish.
Altough my personal preference is to design warships like they are...you know.. actually built for war?
I just realized. The CN Tower is 500 metres tall, the Colossus is 12 times that in length. Have you seen the CN Tower? It's big.Do as you wish.
Altough my personal preference is to design warships like they are...you know.. actually built for war?
True, but a game with completely smooth spaceships with no greeble (only idiots would build warships with exposed piping/hardware) is lame. Besides, building the neck with much less mass (we're talking the equivalent of an entire skyscraper's worth of empty volume) means that there's less stress on it when the colossus tries to turn. Otherwise, it may snap in two or something.
Hmmm. I'm wondering if it's possible to get colly-batted in a way that gets you stuck in the girders, so that you bounce/vibrate in the gap before dustifying. Might be funny.
But carry on. It's looking plenty awesome.
Edit: I just realized that this has the potential to look like absolute rubbish because the girders can't cast shadows. Can we fix that?
I just realized. The CN Tower is 500 metres tall, the Colossus is 12 times that in length. Have you seen the CN Tower? It's big.Do as you wish.
Altough my personal preference is to design warships like they are...you know.. actually built for war?
True, but a game with completely smooth spaceships with no greeble (only idiots would build warships with exposed piping/hardware) is lame. Besides, building the neck with much less mass (we're talking the equivalent of an entire skyscraper's worth of empty volume) means that there's less stress on it when the colossus tries to turn. Otherwise, it may snap in two or something.
Hmmm. I'm wondering if it's possible to get colly-batted in a way that gets you stuck in the girders, so that you bounce/vibrate in the gap before dustifying. Might be funny.
But carry on. It's looking plenty awesome.
Edit: I just realized that this has the potential to look like absolute rubbish because the girders can't cast shadows. Can we fix that?
Well with retail textures you can barely tell what the neck is anyway :PI certainly never noticed the girder pattern myself. :p I love what Galemp's done with it, though.
Whoa nice. But what's the current polycount? This is shaping up to be as much of a beast as the Hades :DWell, it is kinda bigger than the hades :P
There's an HTL hades?? Huh?Yes, but it's not done yet.
(http://freespaceport.googlepages.com/colossus-turreted3.jpg)
Wait! You're coming over to California? :eek2:
TURRETS!
TURRETS!
:wtf: Turrets..?
Anything on the last picture that isn't green or yellow... :doubt:TURRETS!
:wtf: Turrets..?
Don't learn TrueSpace, please. It's a garbage program, and learning Blender is slightly harder but worth it. TrueSpace makes simple tasks complicated.
Don't learn TrueSpace, please. It's a garbage program, and learning Blender is slightly harder but worth it. TrueSpace makes simple tasks complicated.
Wish someone else had said that previously. I tried to convert pofs to cobs and Truespace just messed up with the mesh, and the program with 1k faces is slower than max with a gazillion faces on screen. Crap program, I'm sure. I'll post later on a question in the right thread on how the best procedure is to export a pof to a 3ds file or a skp file (sketch up seems straightforward to me).
I'll see about Blender. Is there any exporter to Blender? I don't like the prospect of hacking through filetypes A to B to C to D ... to eventually arrive in Z, with all the errors involved in the process... Well like I said, I need to ask these noobish questions in the right forum.
Wish someone else had said that previously. I tried to convert pofs to cobs and Truespace just messed up with the mesh, and the program with 1k faces is slower than max with a gazillion faces on screen. Crap program, I'm sure. I'll post later on a question in the right thread on how the best procedure is to export a pof to a 3ds file or a skp file (sketch up seems straightforward to me).
I'll see about Blender. Is there any exporter to Blender? I don't like the prospect of hacking through filetypes A to B to C to D ... to eventually arrive in Z, with all the errors involved in the process... Well like I said, I need to ask these noobish questions in the right forum.
Don't fret about the converstion just yet. I'd focus on the modelling\texturing aspect for now. You'll be able to convert stuff flawlessly with collada.
Also, I recomment Max. Harder to learn at first, but in the end its a ferrari :DIt's more a question about visual confusion. Never appreciated modelling in 3Ds, in sketch up it seems simpler (and I like to learn new programs as well), although I've been messing with 3DS since '96 (!!), in its DOS version 4.0 (not to confuse with MAX 4.0) :D
Greetings Luis. I'm glad to see you have an architectural background as well. What CAD programs have you used so far? AutoCAD? SketchUp? REVIT? If you've been using 3DS Max for that long, there's an exporter for Max which I've used for years. If you're looking to get started in Blender, perhaps we could arrange a date and time for lessons over IRC.
Also, I recomment Max. Harder to learn at first, but in the end its a ferrari :DI found Max immensely easy to learn, far more than Blender. Only problem is, my trial ran out and I have not 600$.
Raven's comment is, I believe, directed towards your comments on the Colossus, and not your own work on the Rakshasa (i.e. don't fret about converting the Colossus just yet, focus on the modeling/texturing of it.)
Wow.
Sometimes I forget how big the Colossus really is.
(http://freespaceport.googlepages.com/colossus-scale1.jpg)
Well I like the overall look but what I don't buy is that space frame. Any military vehicle engineer will say that leaving vital parts of a superstructure without the armour is a total nonsense.It's called "Rule of Cool" :P Besides, the bracing also appears on the :v: textures.
Well I like the overall look but what I don't buy is that space frame. Any military vehicle engineer will say that leaving vital parts of a superstructure without the armour is a total nonsense.Eh, just think of them as construction supports that were never removed.
Frames are always designed to make the structure tougher without losing any vital kilograms. They will withstand stress from acceleration, gravitation, hard manoeuvring etc. but no one designs them to withstand direct weapons fire that's why they are covered with armour plating. I've never seen a modern tank with part of its frame or structure uncovered/unprotected.
Eh, just think of them as construction supports that were never removed.
UV mapping and painting was overwhelming. I don't have skills in the same tier as VasudanAdmiral or RagingLoli, which is what this model really deserves.
For now I'm practicing on smaller models: I've unwrapped the Cheops (Vasudan Asteroid Base) and I've been painting that, and I'm also planning on unwrapping the Imhotep (Vasudan science cruiser) and perhaps the Mjolnir as well.
Then maybe I'll take a shot at the Colossus.
For now I'm practicing on smaller models: I've unwrapped the Cheops (Vasudan Asteroid Base) and I've been painting that, and I'm also planning on unwrapping the Imhotep (Vasudan science cruiser) and perhaps the Mjolnir as well.
Then maybe I'll take a shot at the Colossus.
yessssss
maybe the anti-tiling propaganda should be toned down, cap-ships are comparable to level geometry more so than character models, and level geometry frequently makes use of tiled textures.
But there's a lot you can't do with tile-textured ships. AO baking comes to mind.
You cannot easly reskin an UVMapped ship though.
Dynamic AO is very cpu intensive, and baked AO takes no processing time. Plus, that's only one example, I'm sure there's a few more the unwrapping supporters know of.
I know, but I meant easy retexturing, which can be done using only PCS2.You cannot easly reskin an UVMapped ship though.
Yes you can if you know what your doing. How else to you think all the FPS mods "reskin" models sure isn't with tiled textures. If you can create a tileable texture you can skin/paint a UV mapped anything. Baked AO is then really simple to add.
Dynamic AO is very cpu intensive, and baked AO takes no processing time. Plus, that's only one example, I'm sure there's a few more the unwrapping supporters know of.
vertex colors could be used to approximate it.I agree, vertex colouring can work well. Used it in a walk through with a large amount of structural steel. 48k worth of tri. Used tiled textures in other parts because I could use a second uv channel texture for lighting.
a lot of the anti-tile rhetoric I've seen over the last few years is starting to smell like golden hammer (http://en.wikipedia.org/wiki/Golden_hammer)]
Which proves my point, a hybrid isn't a bad approach :PHaven't your recent posts only been about tiled textures though? :P
Which proves my point, a hybrid isn't a bad approach :PHaven't your recent posts only been about tiled textures though? :P
That may be it then, like I said they don't look as good as any of the better fully unwrapped ships out there.
Also, an UVMap would have to be gargantuan to look good on a 6Km ship.
Hybrid may be a way to go, because with less area to place UVMap on, it would allow it to have lower resolution.
Tilemaps will do the work on large, flat surfaces, where no special effects are needed.
It's not that tiled textures are bad. It's really all about lighting. A large tiled ship can look ok from a distance but up close it's just a bunch of polys on screen with no depth. Add in AO lighting and it's like a first person shooter, you can fly over a cap ship like a landscape. The difference isn't small.
Haven't your recent posts only been about tiled textures though? :P
Well the way around having to use a huge UV is to break it down onto several UVs (I don't know if the engine supports). 4 512k maps would give much better detail than 1 1024 etc.
4 512k maps would give much better detail than 1 1024 etc.
Well the way around having to use a huge UV is to break it down onto several UVs (I don't know if the engine supports). 4 512k maps would give much better detail than 1 1024 etc.Errr, no that would provide the exact same in-game texture resolution for approximately 1/4 of the performance a single 1024 res map would offer once you factor in glow shine and normal maps. ;)
Whact's AO ambient occlusion? Shadows?
I honestly don't know. :)
Whact's AO ambient occlusion? Shadows?Both are the same model, same uv's, one has a white texture map the other has ambient occlusion added. The ambient occlusion can take from 10 min to several hours to calculate. Once it's done though the model looks slightly better. Think of it as lighting on an overcast day, without strong sunlight or strong shadows.
I honestly don't know. :)
The penny drops now, baking AO is unpossible with tiled textures. So this is yet another map on top of bump, shine and glow?Mongoose covered it pretty well. It just gets added to the diffuse map. You would need a second uv layer to do it with tiles. One uv layer for the tiles the other for the light map texture. Tiled textures never went out of use. Some of them can be really hard to spot as they got really good at using them. Some games now have a 2nd uv layer just for the extra lighting map.
I'd like to point out three high-poly capital ships: the Hecate uses tile maps, the Ravana uses a hybrid of tiles and UVs, and the new Hatshepsut uses UVs only.
Which looks best?
Sub polygon displacement. more of a test how it'd work out :p
also, it managed to crap out one of my pc's...
That was the result of someone else messing with the model's smoothing, the textures are not really that borked and the Hatshesput's corners are not that rounded out.
I don't actually like the Ravana at all. It looks like someone just decided to put a bunch of ugly triangle girders all over it. :doubt:
NOTE: the personal opinion of this member is a load of bollocks and shouldn't be taken seriously.
Ooooooh so nice look. Hate to have to UV map that thing, though. =O
If we're really, really lucky, these will end up in the next Media VPs.
By next I'll just assume he means .14, since .12 seems to be the "current" one already, at least for the in-crowd >.>
Progress on the UV map. (http://imagebin.org/107004)Now that's one HELL of a chessboard. :lol:
Progress on the UV map. (http://imagebin.org/107004)Now that's one HELL of a chessboard. :lol:
Progress on the UV map. (http://imagebin.org/107004)
That looks vaguely terrifying.
Also, what happened to the minimum font size? That's definitely not size 5 font.
On topic, Galemp you are a frikking Mahatma Gandhi! how can you uv that monster and no having the desire to destroy the entire universe?
a competition? huhu..interesting, what's at stake?Something...Colossal./me puts on sunglasses.
I have to compete with VA's high-poly Hades and beat him to a finished POF. :)
I have to compete with VA's high-poly Hades and beat him to a finished POF. :)Oi! :p I've been busy! :p
I spy ambient occlusion. :nod:
I would also like to see regular update screenshots. Could you keep them coming at at least the current rate please? :D
I hope your diffuse is going to be 2048x2048 otherwise your detail won't be good.
I'm guessing that there will be two versions of this. One 4096^2 map for the advanced mediavps, and a 2048^2 version for non-advanced.
Well, it would be cool to have at least the main hull at 4096, for MV_Advanced... Won't it look pretty bad up close with the whole hull on just a 2048 map?Yes.
Well, it would be cool to have at least the main hull at 4096, for MV_Advanced... Won't it look pretty bad up close with the whole hull on just a 2048 map?Yes.
Also all cards that support shaders can easily render 4096 textures so that's really not a problem. (even 8k is not a problem for anything recent.)
I just shat myself. Now we need an HTL of the Sathanas (and the final completion of the Hades)... and trust me, that will be a glorious day.
*awesomeness*[farnsworth]Oh, my... yesss.[/farnsworth]
That part of the Colossus is supposed to be the "heat sinks" of the ship. That is why the texture is red, because of the heat radiating from it.
I agree that the red should be toned down and appear brighter when the Colossus is fighting the Sath (they did mention that they were going to melt their heat sinks right?)
That is quite an epic improvement. I second the motion for removing the red.uh no, that's a different part of the model. :>
Why does hades get the model.I'm in the cool kid's club 8D
So... why are there Falcons on the Colossus?
I just shat myself. Now we need an HTL of the Sathanas (and the final completion of the Hades)... and trust me, that will be a glorious day.
:nervous: ;7
:pimp:
Why does hades get the model.He got access to the FSU SVN because he glowpointed the Faustus and Fenris/Leviathan (maybe a few other ships too). He did good work on the Fenris/Leviathan, made that old, tired model look refreshed.
Talk about making that poor typhon look like ass.That should change at some point.
I disagree about the red.
It sets out that portion of the ship and draws the eye to it. If anything, there should be more detail there and honestly, I don't know what colored I'd make it.
The hangar bay is cool.Wow. :eek2:
(http://img264.imageshack.us/img264/6351/colliehangarbay.png)
Sweet eggs and bacon! That's epic!
That said, if at some point we could turn that into a mainhall... oh man...
:cool:
This is FS2, not FS1 - the grimdark has subsided to a degree. Furthermore, as the pride of the GTVA, do you think the ship is going to be dingy like so? I think not, good sir! If anything, you may want to brighten it up a little, with the Aquitane mainhall as a prime example.
This is FS2, not FS1 - the grimdark has expanded to a degree.
You should have used better tools because you obviously broke it :PThis is FS2, not FS1 - the grimdark has expanded to a degree.fixed
(not this again)You should have used better tools because you obviously broke it :PThis is FS2, not FS1 - the grimdark has expanded to a degree.fixed
You should have used better tools because you obviously broke it :PThis is FS2, not FS1 - the grimdark has expanded to a degree.fixed
Ah, the bonds formed in IRC know no bounds.
I like how I got to make a joke about 'tool' meaning 'penis' in this thread and 'member' meaning 'penis' in the other.
But hey man we're totally cool it's just some friendly ribbin' with my fellow broletarian
Sorry for the ugly effects, but here's what I tried to explain : darken textures, but make some shiny green and red points, two glowing blue rectangles (floor and top) and a control tower with spotlights, like in an airport at night.
This happens whenever subsystems are blown up, and they all seemingly occur at the ass of the ship.
LODs and debris are done.Good job, mate. :yes:
remember that you have a huge poly budget for the fighter bay, don't skimp on details, feel free to put a few extra textures in there too, so long as they don't show up any where else. it might also be a good idea to use non-lit textures, (give them a name that ends in -amb, (I haven't seen this used in forever it might not still work)) so that the outside world doesn't affect the lighting inside the hangar.
It's not "the" password. The way SVN works is that everyone who has access has a separate account so that commits can be tracked.
I've got fully half of the Greebles texture dedicated to the fighterbay, and I'll be copying the diffuse map to the Glowmap to prevent outside lighting from affecting it. I have no plans to put more than three textures on this model. mjn.mixael and Cobra will be providing the textures.
Do as you wish.
Altough my personal preference is to design warships like they are...you know.. actually built for war?
True, but a game with completely smooth spaceships with no greeble (only idiots would build warships with exposed piping/hardware) is lame. Besides, building the neck with much less mass (we're talking the equivalent of an entire skyscraper's worth of empty volume) means that there's less stress on it when the colossus tries to turn. Otherwise, it may snap in two or something.
Hmmm. I'm wondering if it's possible to get colly-batted in a way that gets you stuck in the girders, so that you bounce/vibrate in the gap before dustifying. Might be funny.
But carry on. It's looking plenty awesome.
Edit: I just realized that this has the potential to look like absolute rubbish because the girders can't cast shadows. Can we fix that?
Well, I'm not the best texture artist... especially on something of this magnitude. Hence the posting of the source files.
Oh, BTW Galemp, he collision still seems to be messed up in for the head, and some parts on the body.
Well...a Colossus is a Colossus, so...A hand-carved Louisville Slugger, as it were.
It's a high-quality, finely-crafted baseball bat. :P
Grooves seem a little deep. Considering it's size.
Grooves seem a little deep. Considering it's size.
Exactly what I was going to say. A person could comfortably sit in one of those trenches and not be tall enough to see above its edges. Still looks really good though.
Trenches FTW!Grooves seem a little deep. Considering it's size.
Exactly what I was going to say. A person could comfortably sit in one of those trenches and not be tall enough to see above its edges. Still looks really good though.
Realism schmealism, this looks cool and anybody that says otherwise is a fart-face.
Are there any news concerning this?
Does anyone know where "V" got the inspiration for naming that ship?
Was it the famous Colossus from Rhodos,
http://en.wikipedia.org/wiki/Colossus_of_Rhodes
this,
http://www.goodreads.com/book/show/2318244.The_Anarchistic_Colossus
or this
http://en.wikipedia.org/wiki/HMS_Colossus_(1787)
this,
http://en.wikipedia.org/wiki/HMS_Colossus_(1910)
and this, (what I consider most plausible)
(one of those ships, probably the carrier, launced in 1943)
http://en.wikipedia.org/wiki/HMS_Colossus
I do hope it wasn't the Anarchistic Colossus depicted in that sci fi book by A.E. Van Vogt, because this would imply an endorsment of Anarchy, in my mind. The very thought that in the future, Anarchy will have become a way of life brings chills down my spine. Even more so, with a computer running things.
Just wondering: Any way to fix the gimpy warp-in, where it kind of poofs half of its front into existence?
Not saying we will or won't come out with two models.. but why can't the fan campaign makers open up the model and change the centerpoint themselves?I once tried it with the existing Colossus model, but this isn't as easy as you might think. It least for me it didn't work, but I admit that this doesn't necessarily mean anything. ;)
Just wondering: Any way to fix the gimpy warp-in, where it kind of poofs half of its front into existence?
This too is caused by the centre being off.
Just wondering: Any way to fix the gimpy warp-in, where it kind of poofs half of its front into existence?
This too is caused by the centre being off.
Sounds like this is more of an SCP fix then. Either way, it looks really really bad, and should be fixed soon. (I also wonder what happens if you are in the space occupied by the colossus prior to it poofing into existence...)
Oh wow - tells you how often I've opened up the Colossus... :lol:
...in game, but not released?
This is confusing.
Well he hasn't even been a registered member for a full month yet and has already earned himself a custom title, so what do you expect? Can't fault him for his enthusiasm though.
Not to mention we really haven't seen any news about the Colly recently. Just how long making normal and shine maps can take (going by the old screenshots, that's all what it's been missing)? I'd like to know, what's happening to this awesome ship, what's it's current status?
...is it me, or there's something that looks like a YT-1300 in the greeble map.
I think it says:
Warning GTVA Missile Assemblies Do Not Attack
There's also maps for the Herc Mk.II and Artemis on there. They could be included for modeled, static fighter and bomber craft placed on the new hangar. Still doesn't account for the Falcon though.The Falcons were on this (http://www.hard-light.net/forums/index.php?topic=53385.msg1426371#msg1426371) image, but I don't know where that is.
Gosh, that's one messy UV. No wonder why it's taking so long.No, it is not so much "messy" as it is massive. In fact, it is not messy at all. Everything presents and wraps properly with no discernible distortion.
I think it says:
Warning GTVA Missile Assemblies Do Not Attack
It says "Warning GTVA Missiles are highly volatile do not attack"
The Falcons were on this (http://www.hard-light.net/forums/index.php?topic=53385.msg1426371#msg1426371) image, but I don't know where that is.Nope. Hasn't changed, never got an answer either. >_>
The Artemis and Herc IIs are from this (http://www.hard-light.net/forums/index.php?topic=53385.msg1426519#msg1426519) image.
But that's if neither of those parts have changed.
Gosh, that's one messy UV. No wonder why it's taking so long.Yeeeep, that's Galemp for you.
It'd be great if you could get rid of "GTVA Colossus" text on the greeble map and replace it with a proper nameplate.
Woah woah, everyone. Shut up for a moment.Gosh, that's one messy UV. No wonder why it's taking so long.Yeeeep, that's Galemp for you.
It'd be great if you could get rid of "GTVA Colossus" text on the greeble map and replace it with a proper nameplate.
Woah woah, everyone. Shut up for a moment.Wasn't talking so much about the UVMap but rather the GTVA Colossus not being on a nameplate. Soru to disappoint. :P
We've got two UV experts talking here!
It'd probably look good with some 22" spinner rims too. And fuzzy dice.And one of those little dancing Hawaii girls..
How about some fine print around the main beam turrets saying "Caution: Aim Away From Face"? :lol:"Avoid the beams here."
when it's done, we'll tell you. stop asking.
when it's done, we'll tell you. stop asking.
So you're gonna texture it if it's not being worked on?Well, actually, I thought about that. It all depends on the status of the main texture. If the main map is done, then I could try doing the rest. I might not be the best texturer in the world, but IMHO, it's better to have medicore normals and shine maps than nothing at all. This would most likely take some time, but I don't think an entire year.
We were not given source files so we need to go it alone and we really want a proper normal map, not one generated from the diffuse in some bulk fashion.In that case I can't help you. My method, while decent looking (ask the Inferno guys) is based exactly on what you don't want. :) Unfortunately I don't think I have the time to learn a new, completely different and much more complex method of normalmapping.
We were not given source files,So there won't be any 4k maps? And these 2k from page 30 are basically what you have to work with?
Doesn't really matter how much work's involved, you'll still get the impatient jackoffs yelling 'WHY ISN'T THIS DONE YOU GUYS DON'T WORK HARD ENOUGH'
Can't this be done by the entire community? maps could be shared publicly and everyone could work on them in order.
Luis has already volunteered to start on it, if he ever gets bored or doesn't want to continue then he can relay the maps to someone else for continuation.
I get that it might be a little bit of a havoc to control the development process, but in a community where everyone is already busy and cannot devote a tremendous amount of time/effort, rotation of work between multiple responsible contributors seems to be the way to go.
****ing ****, damned ****ty ****. These maps are ****ing huge.
Havin' a ball though, don't worry.
The link of the Colossus seems to be down.
Sorry for posting here again, but has anyone still contact with ragingloli?If it's a mod for FS, you can do it. Same as with every MVP asset, really. Either make Mediavps a dependency or extract the model. If it's a non-FS mod, then the water is a bit murkier. Still, Mediavps are a group effort and IIRC, Ragingloli wasn't the only one working on this ship. Someone on FSU team will likely know what to do.
I wanted to ask him for the usage of the Colli and Sathanas in another mod but i got no answer (and yes, i´ve waited a while for it). :(
What if they want to avoid much of the (usually) controversial feedback regarding FSU upgrades?This should be very much discouraged by FSU, preferably in favor of learning how to take criticism. Community feedback is important for models, especially ones that could go into MVPs.
What if they want to avoid much of the (usually) controversial feedback regarding FSU upgrades?This should be very much discouraged by FSU, preferably in favor of learning how to take criticism. Community feedback is important for models, especially ones that could go into MVPs.