Oh BTW... I went and found an auto-greeb generator and added some surface detailing in. ...I have Blender, link to autogreeb please.
It's dangerous, though; poly count is over 11000 without guns.
If you want a Japanese name, you can't go much better than Amaterasu - Shinto sun goddess and ruler of the plane of heaven.
The name means "she who shines in the heavens" - sounds perfect for your description of the ship.
Good job on that model. I really like it :yes:
Is it for any non-FS universe?
I suggest FS2 era texturing. Deimos maps will fit this ship the best :pimp:
Non sealed meshes used to mean potential bugs IIRC, dunno what the SCP's done about that, but I think the limitations have been relaxed somewhat.
Still, better to keep it solid, surely?
Yet another great model. How is it for size? Still 7 km or 3-2 km?
I've always wondered if all the faces in a game model have to share edges with eachother. Does anybody know the answer to that question? Does the mesh have to be completely sealed, or can it be a bunch of non-connected boxes thrown together?
Non sealed meshes used to mean potential bugs IIRC, dunno what the SCP's done about that, but I think the limitations have been relaxed somewhat.I think it had to do with a pcs bug, not scp. anyway, you should keep it solid wherever possible.
Still, better to keep it solid, surely?
Last I looked 80 (I think - somewhere around there anyway), though that may have been boosted by the SCP, not sure. Sorry for all the non-commital answers, I'm not really much of a model maker :)
As for your textring, try less detailed plates. IMHo the current ones on that big of a ship looks "noisy"
The details are lost in a wash of repetiveness on flat surfaces of that size. try those textures on smaller ships (or even fighters) and you will see what I mean.
Darkstar
that ship looks truely fantastic!
Awesomness. Any chance it's going to be soon relesed?
The HTL Orion in the 3.6.10 MediaVPs has a total of 11198 polygons in LOD 0. :nervous:
However, the HTL Karnak has 27374 polygons in LOD 0. So your ship is within reason. (Although it'll probably kill my computer, the Karnak did a few times. :rolleyes:)
Your ship (when I first saw it, anyway) looks a lot like a ship in my "Some Non-FS Models" thread in Fan Art or whatever that board is now called. (It's one of the most recently posted ships there)
Oooh.
That looks like the 'cruiser'-sized counterpart to this juggernaut thing.
Well, the polys are still withing safe limits, especially for a one-of-a-kind juggernaut.
You could probably start reducing the smaller greebles at LOD1, really, because some of the detail is designed for when you're up close, no?
Or are you using detail boxes for that?
169 guns has made me wonder something - what's the maximum number of turrets that any ship will use at one time?
I know the number of turrets attacking a single target varies with difficulty, but what's the maximum number of targets? I'd hate to see a ship with nearly 200 guns never fire more than 25% of them at any given time.
Some really small details you may have on the hull can be deleted from the model and replaced by a nicely done normal as long as they are simple and rectangular. :yes:
Some really small details you may have on the hull can be deleted from the model and replaced by a nicely done normal as long as they are simple and rectangular. :yes:
what program do you use to model?
We has shiny.
(http://i279.photobucket.com/albums/kk124/esaraisaiea/AmaterasuV2-2.jpg)
The second version of the texturing as seen in PCS2. Now, to get all those turrets working.
I think it may take the a b and c as LODs or something, so...just try going bigturretXX, smlturretXX, medturretXX, wtfturretXX.
Alternatively, I could try manually renaming the turrets for you in PCS2 (but why would it be in PCS2, wouldn't the naming be done before export from whatever program you made it in?)
wtfturretXX.
We has shiny.Very, very nice!
*Snip*
This is a problem because setting the firing point is one of the things my PCS install refuses to handle. I have one of the most crapped installs of PCS ever. And no one knows what is wrong with it.I have a similar problem. It might be because I have two versions of PCS2 around - PCS 2.0.3 Stable (May 15 2008) always crashes when I try to view something that comes up with those 'orbs', but PCS 2.0 RC2a Release (Jan 18 2008) is all right with them.
You could name it the Raijin, seeing as how lightning and such can easily be translated as beams.
There's a problem.... the ship only reads 84 of the guns. There are four designations of turret: turretXXa, turretXXb, turretXXc, turretXXd. If two turrets have the same XX value but are different, say class a and c, then it chooses only one of them and leaves the other out. I can't manually assemble the turrets because my install of pcs hates my guts. Any suggestions to solve this?turretXXa is lod0 - multipart will rotate and barrels will aim
I'm loading the model in as all the original subobjects, not having been thrown together in TrueSpace. Would assembling subobjects that could be only one subobject help allow for more turrets?
You could name it the Raijin, seeing as how lightning and such can easily be translated as beams.
I vote for Raijin. It sounds good and its not to hard to pronounce like some other names that were suggested. As for the texturing on the ship, the engines at the back look a little over-detailed. It looks sorta like the engines are covered with pebbles.
There's a problem.... the ship only reads 84 of the guns. There are four designations of turret: turretXXa, turretXXb, turretXXc, turretXXd. If two turrets have the same XX value but are different, say class a and c, then it chooses only one of them and leaves the other out. I can't manually assemble the turrets because my install of pcs hates my guts. Any suggestions to solve this?turretXXa is lod0 - multipart will rotate and barrels will aim
I'm loading the model in as all the original subobjects, not having been thrown together in TrueSpace. Would assembling subobjects that could be only one subobject help allow for more turrets?
turretXXb is lod1 - multipart will rotate only
turretXXc is lod2 - no movement of parts.
If you haven't solved the firing point problem, just pm the file and I can have a quick look at it. With that many turrets, you really need them to import automatically into PCS2.
Yes, and with Raiden...You could name it the Raijin, seeing as how lightning and such can easily be translated as beams.
I vote for Raijin. It sounds good and its not to hard to pronounce like some other names that were suggested. As for the texturing on the ship, the engines at the back look a little over-detailed. It looks sorta like the engines are covered with pebbles.
Wouldn't that be easily confused with Ryujin?
...crap. That means they all need their own value for XX, doesn't it? Will altering the name to be something like "bigturretXX" still let PCS auto-assemble the guns, or do they have to be named "turretXX" specifically? If that's the case, then will naming a turret "turret169" break anything?Own value for XX - yes
Makes me think of tiramasu... :nervous:
Off topic, but I wish I hadn't googled that... /droolI know...it's like the most amazing dessert in existance.
Tiramisù... :drevil:Oof.
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
-mipmap
-glow
-spec
-normal
-ballistic_gauge
-orbradar
-rearm_timer
-3dwarp
-ship_choice_3d
-snd_preload
-mod mediavps_3.6.10
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps_3.6.10\MV_Complete.vp' with a checksum of 0x31df7754
Found root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.VP' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\mediavps_3.6.10\' ... 17 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3.6.10\MV_Complete.vp' ... 5253 files
Searching root 'C:\Games\FreeSpace2\' ... 993 files
Searching root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.VP' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'd:\' ... 0 files
Found 16 roots and 13675 files.
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : Intel
OpenGL Renderer : Intel 945G
OpenGL Version : 1.4.0 - Build 4.14.10.4396
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Unable to find extension "GL_ARB_texture_mirrored_repeat".
Unable to find extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Unable to find extension "GL_EXT_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Unable to find extension "GL_EXT_framebuffer_object".
Unable to find extension "GL_NV_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Unable to find extension "GL_EXT_texture_lod_bias".
Unable to find extension "NV_point_sprite".
Unable to find extension "GL_ARB_shading_language_100".
Unable to find extension "GL_ARB_shader_objects".
Unable to find extension "GL_ARB_vertex_shader".
Unable to find extension "GL_ARB_fragment_shader".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
!!DEBUG!! OpenGL Errors this frame: 1
Max texture units: 8 (8)
Max elements vertices: 1024
Max elements indices: 1024
Max texture size: 2048x2048
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
TBM => Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'VBC-wep.tbm' ...
TBM => Starting parse of 'TSL-wep.tbm' ...
TBM => Starting parse of 'SMC-wep.tbm' ...
TBM => Starting parse of 'SM3-wep.tbm' ...
TBM => Starting parse of 'PromVar-wep.tbm' ...
TBM => Starting parse of 'PBC-wep.tbm' ...
TBM => Starting parse of 'HalonRailgun-wep.tbm' ...
WARNING: "Bogus string in weapon flags: capital" at weapons.cpp:1665
WARNING: "Bogus string in weapon flags: salvo" at weapons.cpp:1665
WARNING: "Bogus string in weapon flags: salvo" at weapons.cpp:1665
TBM => Starting parse of 'Amaterasu-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'SCSephirothOldTex-shp.tbm' ...
TBM => Starting parse of 'SCSephirothHV-shp.tbm' ...
TBM => Starting parse of 'AwesomeOverclock-shp.tbm' ...
More than one version of engine wash Default exists; using newer version.More than one version of engine wash Default100 exists; using newer version.More than one version of engine wash Default150 exists; using newer version.More than one version of engine wash Default200 exists; using newer version.More than one version of engine wash Default300 exists; using newer version.More than one version of engine wash Default500 exists; using newer version.More than one version of engine wash Default700 exists; using newer version.More than one version of engine wash Default800 exists; using newer version.More than one version of engine wash Default900 exists; using newer version.More than one version of engine wash Default1000 exists; using newer version.More than one version of engine wash Default1100 exists; using newer version.More than one version of engine wash Default1500 exists; using newer version.WARNING: "Unable to find WEAPON_LIST_TYPE string "Railgun" in ship: Starstrider's primary banks." at parselo.cpp:2525
TBM => Starting parse of 'Amaterasu-shp.tbm' ...
More than one version of engine wash Default exists; using newer version.More than one version of engine wash Default100 exists; using newer version.More than one version of engine wash Default150 exists; using newer version.More than one version of engine wash Default200 exists; using newer version.More than one version of engine wash Default300 exists; using newer version.More than one version of engine wash Default500 exists; using newer version.More than one version of engine wash Default700 exists; using newer version.More than one version of engine wash Default800 exists; using newer version.More than one version of engine wash Default900 exists; using newer version.More than one version of engine wash Default1000 exists; using newer version.More than one version of engine wash Default1100 exists; using newer version.More than one version of engine wash Default1500 exists; using newer version.TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : INVALID!!!!
cfile_init() took 393
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 0 too long!!: frametime = 0.360 (0.360)
Got event GS_EVENT_LAB (64) in state GS_STATE_MAIN_MENU (1)
Loading model 'TSJ_Amaterasu.pof'
IBX: Found a good IBX to read for 'TSJ_Amaterasu.pof'.
IBX-DEBUG => POF checksum: 0xa99b2878, IBX checksum: 0x62c277bd -- "TSJ_Amaterasu.pof"
WARNING: "Inverted bounding box on model 'TSJ_Amaterasu.pof'! Swapping values to compensate." at modelread.cpp:2256
Model TSJ_Amaterasu.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Subsystem turret122 in ships.tbl not found in model!
Subsystem Reactor 01 in ships.tbl not found in model!
Subsystem Reactor 02 in ships.tbl not found in model!
Subsystem Reactor 03 in ships.tbl not found in model!
Warning: Ignoring unrecognized subsystem Fighterbay 1, believed to be in ship TSJ_Amaterasu.pof
Warning: Ignoring unrecognized subsystem Fighterbay 2, believed to be in ship TSJ_Amaterasu.pof
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:812
ASSERTION: "n_slots > 0" at modelread.cpp:3001
fs2_open_3_6_10d-20090106_r5034.exe 00935e05()
fs2_open_3_6_10d-20090106_r5034.exe 00a44c2b()
fs2_open_3_6_10d-20090106_r5034.exe 00a5142f()
fs2_open_3_6_10d-20090106_r5034.exe 009d4119()
fs2_open_3_6_10d-20090106_r5034.exe 009cfb77()
fs2_open_3_6_10d-20090106_r5034.exe 009cfab8()
fs2_open_3_6_10d-20090106_r5034.exe 009cde72()
fs2_open_3_6_10d-20090106_r5034.exe 009ce9b9()
fs2_open_3_6_10d-20090106_r5034.exe 00a52739()
fs2_open_3_6_10d-20090106_r5034.exe 0073dd6d()
fs2_open_3_6_10d-20090106_r5034.exe 0095241d()
fs2_open_3_6_10d-20090106_r5034.exe 0073efb8()
fs2_open_3_6_10d-20090106_r5034.exe 0073f24e()
fs2_open_3_6_10d-20090106_r5034.exe 00c957b6()
fs2_open_3_6_10d-20090106_r5034.exe 00c9563f()
Int3(): From e:\storage\fso\fs2_open\code\globalincs\windebug.cpp at line 1072
*Snip**Reads text on image*
*Image*
I'm so going to steal this and make it my Borg/Necron flagship of Doom...
kidding! :drevil:
And this ship doesn't have a single anti-fighter beam on it, this thing's gonna be nomming on torpedos.
I really don't know what to make out of this capship. The stock textures just make me go "WTF freaking hard to see" like an over-shiny little toy, and I question those giant pillars that hold the top and bottom sections together.
I'm somehow missing textures.Oops... I think that might be the naming in the .pof. Thanks to dragon for the fixes.
And this ship doesn't have a single anti-fighter beam on it, this thing's gonna be nomming on torpedos.In my tests the laser storms this makes are so thick that almost nothing can get through. Four complete wings of bombers disappeared inside of a minute without a single successful bomb hit.
Texturing done. Now I need to do a shp file for it unless I missed one?
Then do some in game screenies for ya.
#Ship Classes
$Name: MyAwesomeShip
[rest of ship table]
#End
IMO shinemaps are a necessity. You can use the alpha channel to make them not look like mirrors. Plus, they tend to bring out the normal maps more. Also, I would increase the glow on the turrets.
[/quote
only used Alpha for making planets but for textures too in the fashion you say? How does that work?
IMO shinemaps are a necessity. You can use the alpha channel to make them not look like mirrors. Plus, they tend to bring out the normal maps more. Also, I would increase the glow on the turrets.
only used Alpha for making planets but for textures too in the fashion you say? How does that work?
If that was in response to me, I wasn't talking about your pic Jadehawk, I meant that Easarai's initial release was a damn Christmas tree. :) You beat me to it and calmed it down...
:cool:
Out of curiosity does Photoshop have a channel editor?
Yes. Open the channels palette, and if you create a new channel, it should be called "Alpha 1" (;)). Using black=transparent and white=opaque, you can do whatever you want to the image's alpha channel.
There's a show layer mask option in GIMP, it's what I've been using, anyway. Of course, it's grayscale.
Damn, this thing is seriously overpowered.