Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: esarai on December 16, 2008, 09:35:48 am

Title: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: esarai on December 16, 2008, 09:35:48 am
This was a little something I threw together in about an hour or so last night. I have no idea what to name it. It's supposed to be a little over 7 km long, and is supposed to carry enough beams that if it used them all at once, it would blow itself up big time. I normally try to keep things plausible and not overpowered, but I couldn't help it.

(http://i279.photobucket.com/albums/kk124/esaraisaiea/NewColossusofDOOM-1.jpg)

So... any ideas for a name?

And also, what style should I texture it in? Great War Era? Second Shivan Incursion? Post-Capella? Something Completely Different?

EDIT
(http://i279.photobucket.com/albums/kk124/esaraisaiea/AmaterasuFinal.jpg)

After the long wait, it is here! This is the first official HLP release of the TSJ Amaterasu.  The wait is over, and the ship is ready for deployment. As this is version 1.00, I would like people to assist me in a massive bug hunt to ensure maximum quality. Just post whatever you find wrong with it here and I will make sure to fix it. Also, if you make mods/reskins of it, please feel free to post pictures. I'm sure there are many paintjobs more stunning than the one I gave it.

In other news, the Earth Defense team approached me during the construction phase, and it is official, TSJ Amaterasu will make it's first mod appearance in Earth Defense.

http://www.mediafire.com/?uq5vrg4ztyz (http://www.mediafire.com/?uq5vrg4ztyz)
Title: Re: I need a name for this
Post by: StarSlayer on December 16, 2008, 09:43:51 am


Unrivaled

Indomitable

Benbow

Titan

Dominus

Cracken

Bellerephon

Chimera

Gorgon

Venerator (jk)

It has nice lines reminds a bit of the Ven.
Title: Re: I need a name for this
Post by: Wobble73 on December 16, 2008, 09:45:53 am
Sword of the Stars?

Excalibur?

 :nervous:
Title: Re: I need a name for this
Post by: --Steve-O-- on December 16, 2008, 09:53:59 am
soverign

dominion

deliverance

providence

as far as paint jobs, i'd go unique or maybe post capella.
i like the shape of it, however for a ship 7km long id most certainly add in some more detail along the way
so far it looks pretty good  :yes:
Title: Re: I need a name for this
Post by: esarai on December 16, 2008, 10:15:26 am
I like Steve-O's names for it's class designation. I think that Sovereign and Dominion sound cooler, but if it's used the way I have planned, Deliverance Class would be the better suited name.

Excalibur and Bellerophon would be awesome names for the ship itself.

Thanks. 

I agree it needs more greeb. This would probably be a LOD for it. Only has about 1200 polys to it. The forward spires need more details, and the Beam mounts aren't finished. Could use some extra extrusions and depressions on the hull. 3DS Max time!

Hm... I realize I never designed it to have an adequate anti-fighter array... could add smaller turret mounts.

Does anyone know how to do greeb in blender?

Title: Re: I need a name for this
Post by: Ziame on December 16, 2008, 10:27:34 am
About the name- > if it's so ubergreat maybe Lonehunter?
Title: Re: I need a name for this
Post by: Galemp on December 16, 2008, 01:14:27 pm
I like it a lot, it reminds me of StratComm's designs. (He's already used Bellerephon and Chimera, btw, and there are at least two Gorgons out there.) It might be interesting to remodel those thin blades at the tip into antennae, like the ones slung under the runway of the Orion.

As far as size goes, I can tell you that your ship would get a lot more use if it was scaled reasonably, maybe 2-3km in length. For texturing, I'd go with something like the Charybdis, gray hull plating with dark trim and lights that really show off the shape.
Title: Re: I need a name for this
Post by: Jadehawk on December 16, 2008, 01:31:32 pm
Why do they always have to be English sounding names?

Why not something like Ise, Morgami, Yamato, Musashi, Nagato, Hyuga, Littorio, Vittorio Veneto, Richelieu, République, Liberté, Jean Bart, Strasbourg, Montana etc?
Title: Re: I need a name for this
Post by: Galemp on December 16, 2008, 03:09:49 pm
They're all good names for individual ships... FS2 had the Aquitaine, the Uhuru, and the Yo****omo as ships. The class ought to be named after something mythological or abstract, though.

GTD Hemera?

EDIT: Ha. Apparently the word filter doesn't like the name Yoshi-tomo.
Title: Re: I need a name for this
Post by: esarai on December 16, 2008, 05:57:40 pm
Japanese mythology. If there is such a thing... would make for awesome names. Or hell, why not call it the Kuroryu (pronounced Koo-roh-ree-ooh)? Black Dragon in Japanese. But then if it's gonna be white it would better be named Shiroryu for white dragon.

Oh BTW... I went and found an auto-greeb generator and added some surface detailing in. ...
It's dangerous, though; poly count is over 11000 without guns.

Here's a new perspective on the whole thing:

(http://i279.photobucket.com/albums/kk124/esaraisaiea/NewColossusofDOOMUnderside.jpg)

I like galemp's idea with remaking the forward spires into antenna masts. I meant to make them into Ravana or Sathanas-style beams, but that's taking it too far.

Oh right... the Bellerophon is already a ship type... saw that in Blue Planet. Dangit. I wanted that name. Although, there's nothing to keep a Deliverance-Class (just for example) being named GTVJ Bellerophon, but that gets confusing.

Oh well, the hunt continues.

EDIT:

Ooo ooo oooh! I love wikipedia! Japanese Mythology: Amaterasu,  means "That which illuminates heaven."

Or Shinigami, "God of Death."
Title: Re: I need a name for this
Post by: Tantalus53 on December 16, 2008, 06:11:59 pm
Reminds me of the Phoenix from Descent 3..

Deror or Philomel come to mind from that.

You said Japanese names.. heres a few.

Megumi, Schichirou, Yoshirou, Isamu, Tomoko, Noboru or Daisuke.

Hope it helps..
Title: Re: I need a name for this
Post by: Droid803 on December 16, 2008, 06:16:07 pm
This thing looks awesome!
Title: Re: I need a name for this
Post by: StarSlayer on December 16, 2008, 07:15:43 pm
Dig it from that angle to.

I will make one last shot

THUNDERCHILD :D
Title: Re: I need a name for this
Post by: Retsof on December 16, 2008, 08:56:03 pm
Quote
Oh BTW... I went and found an auto-greeb generator and added some surface detailing in. ...
It's dangerous, though; poly count is over 11000 without guns.
I have Blender, link to autogreeb please.
Title: Re: I need a name for this
Post by: Galemp on December 16, 2008, 10:05:53 pm
It's a Python script called Discombobulate, and it's included. Select your faces in Edit mode, go to the Scripts menu and voila.
Title: Re: I need a name for this
Post by: esarai on December 16, 2008, 10:08:35 pm
What Galemp said.

It's in the Mesh section of the Scripts roll-out in the scripting window. Mesh > discombobulator.

It's full of win and awesome.

Or, if you don't have it for some strange reason, go to wikipedia, search "greeble" and in the lower portion of the page you should find some links to greebling scripts for a variety of programs.
Title: Re: I need a name for this
Post by: shiv on December 17, 2008, 01:25:06 am
Good job on that model. I really like it :yes:
Is it for any non-FS universe?
Title: Re: I need a name for this
Post by: Stormkeeper on December 17, 2008, 02:51:51 am
Shinigami is kinda ... tiring. As is Yamato. So is Black/White Dragon... It reminds a bit of a sai... Lemme think about it. If you wanna limit it to Japanese mythology, there's a slew of (http://en.wikipedia.org/wiki/List_of_divinities_in_Japanese_mythology) good names (http://en.wikipedia.org/wiki/Japanese_mythology), imo.

You could name it the Raijin, seeing as how lightning and such can easily be translated as beams.

But if you don't wanna limit it to Japanese mythology, Irish mythology, like the Tuatha De Danann (http://en.wikipedia.org/wiki/Tuatha_D%C3%A9_Danann), has some nice names.

Title: Re: I need a name for this
Post by: nvsblmnc on December 17, 2008, 04:44:25 am
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.
Title: Re: I need a name for this
Post by: shiv on December 17, 2008, 05:03:01 am
Well, I see it's supposed to be FS universe ship. Cool. I suggest FS2 era texturing. Deimos maps will fit this ship the best :pimp:
Title: Re: I need a name for this
Post by: Hellstryker on December 17, 2008, 08:14:50 am
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.

Seconded  :yes:
Title: Re: I need a name for this
Post by: esarai on December 17, 2008, 08:23:42 am
Good job on that model. I really like it :yes:
Is it for any non-FS universe?

It was made for FS.
I suggest FS2 era texturing. Deimos maps will fit this ship the best :pimp:

I was thinking of trying a post-Capella mapping scheme based on/inspired by the Deimos' textures.


Title: Re: I need a name for this
Post by: esarai on December 17, 2008, 11:33:01 pm
Okay, I antenna'd the forward spires, but left the third bottom one on (it needs some form of special weaponry).

(http://i279.photobucket.com/albums/kk124/esaraisaiea/AmaterasuAntennad.jpg)

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?
Title: Re: I need a name for this
Post by: Jadehawk on December 17, 2008, 11:50:33 pm
Now this would be fun to texture :) Good work on your model!  :yes:
Title: Re: I need a name for this
Post by: esarai on December 17, 2008, 11:52:42 pm
Thanks!

And thanks to everyone for all the comments and suggestions!
Title: Re: I need a name for this
Post by: Black Wolf on December 18, 2008, 12:25:49 am
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?
Title: Re: I need a name for this
Post by: ssmit132 on December 18, 2008, 12:29:01 am
Yet another great model. How is it for size? Still 7 km or 3-2 km?
Title: Re: I need a name for this
Post by: shiv on December 18, 2008, 01:49:02 am
Good work on detailing this ship. I'd love to see this in-game :) :yes:
Title: Re: I need a name for this
Post by: esarai on December 18, 2008, 08:47:05 am
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?

hmmm....

I agree about keeping it solid. does it count as solid if all the parts intersect to form one continuous mesh without sharing sides, or does solid mean they have to all be contiguous? Right now the greeble is attached as a turret would be.

Yet another great model. How is it for size? Still 7 km or 3-2 km?

I haven't really decided, but I fear I might release two versions.  :)
Title: Re: I need a name for this
Post by: Black Wolf on December 18, 2008, 08:56:07 am
I'm not 100% sure actually - someone will be able to tell you though.

Of course, if you're feeling particularly adventurous you could make some of your greebles into non-targetable destroyable submodels and get pseudo geo-modding going on - course, that would limit the number of available subobjects for turrets a little bit, and on a 7 km ship you're going to want a lot of turrets.
Title: Re: I need a name for this
Post by: esarai on December 18, 2008, 09:02:09 am
What's the limit on submodels?
Title: Re: I need a name for this
Post by: Black Wolf on December 18, 2008, 10:04:30 am
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 :)
Title: Re: I need a name for this
Post by: Galemp on December 18, 2008, 10:16:04 am
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?

Ah, I see what you mean...

For those greebles, you should be fine just having the faces intersect. As an added bonus you can delete any faces that are completely hidden. Booleaning them all together would really inflate the polycount.

The main hull though should definitely be topographically solid. Open edges can fail at collision and weapons fire detection.

Can we get more images, close-ups of certain areas? It looks really amazing with all those bits on it.
Title: Re: I need a name for this
Post by: Stormkeeper on December 18, 2008, 10:29:21 am
I think kara's freespace faq should answer your questions. Thoug i don't have the link atm
Title: Re: I need a name for this
Post by: DarthWang on December 18, 2008, 11:15:55 am
Looks Vasudan to me

Call it the GVJ Ramses or something

Title: Re: I need a name for this
Post by: esarai on December 18, 2008, 03:51:52 pm
Here are two closeups,

Antennas

(http://i279.photobucket.com/albums/kk124/esaraisaiea/ForwardSpires.jpg)

And the engine sectors

(http://i279.photobucket.com/albums/kk124/esaraisaiea/EngineSector.jpg)

I'm working on the main weapon systems now.
hmmm... there's another question... are there any naming scripts available for blender? So that instead of having to go through and rename each turret from turret01.012 to turret13, the computer does it for me?
Title: Re: I need a name for this
Post by: Topgun on December 18, 2008, 04:34:56 pm
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?
I think it had to do with a pcs bug, not scp. anyway, you should keep it solid wherever possible.
Title: Re: I need a name for this
Post by: esarai on December 18, 2008, 05:15:08 pm
oh snap... If the limit is 80... this needs more guns than that!  And ugh... the anti-small stuff cannons are 40 m across if it's going to be 7 km long. Anti-Fighter beams are larger than the frikkin fighter. Some of the primary beams are over 300 m across.

With 1/2 of it's 80 Guns:

(http://i279.photobucket.com/albums/kk124/esaraisaiea/TopsideGunnery.jpg)

It has an absurdly thin anti-fighter screen.
Title: Re: I need a name for this
Post by: Droid803 on December 18, 2008, 05:16:45 pm
Well, if the beams are too big, you could always scale it down to be just juggernaut sized (~7km).
That'd lower the need for massive amounts of turrets too.
Title: Re: I need a name for this
Post by: esarai on December 18, 2008, 05:18:01 pm
I just realized the 70 km typo. It's supposed to be 7.

Edited it out of the last post.
Title: Re: I need a name for this
Post by: ssmit132 on December 18, 2008, 05:36:16 pm
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 :)

I'm sure there are more than that:
(http://img525.imageshack.us/img525/862/lotsofsubmodelsvn0.png)
As you can see, Inferno's 'ShivWorm' (The SCa Shiamak) has 101 submodels, and AFAIK the model works without problems.
Title: Re: I need a name for this
Post by: Droid803 on December 18, 2008, 05:43:53 pm
The Shiamak indeed works fine. It has exactly 100 turrets, and it was made well before PCS2.
I think you can go over 100 too (just go turret101, but I don't think anything has been there yet).
Title: Re: I need a name for this
Post by: esarai on December 18, 2008, 08:27:54 pm
YAY! more point-defense cannons!
Title: Re: I need a name for this
Post by: esarai on December 19, 2008, 08:15:02 pm
I've been working on the textures, and here's what I have:

(http://i279.photobucket.com/albums/kk124/esaraisaiea/GT1Demo.jpg)

(http://i279.photobucket.com/albums/kk124/esaraisaiea/WT1Demo.jpg)

(http://i279.photobucket.com/albums/kk124/esaraisaiea/RT1demo.jpg)

(http://i279.photobucket.com/albums/kk124/esaraisaiea/TestCubeResult.jpg)

I've also got some modified retail textures that I intend to use. What would be some other good ones to make?
Title: Re: I need a name for this
Post by: Droid803 on December 19, 2008, 08:53:06 pm
Referring to when you said the turrets were too big, you could probably just scale them down without having them look too strange.
The textures are awesome. Especially the last one.
Title: Re: I need a name for this
Post by: esarai on December 20, 2008, 12:45:55 am
Thanks.

I fear the model is not detailed enough. As in I think my texturing job needs severe work.

(http://i279.photobucket.com/albums/kk124/esaraisaiea/AmaterasuV1.jpg)

And there's another issue: FRED can't cope with it.
Title: Re: I need a name for this
Post by: Getter Robo G on December 20, 2008, 01:27:11 am
It has horns - a more FS2ish name could be MINOTAUR.

True a defense sat with that name was made back in pre2001/2002ish I believe, but that should not be a problem.


Or, how about some names of fictional demons?

Shabranigdo
Pazuzu
Abaddon
Mephistopheles
Grazzt

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
Title: Re: I need a name for this
Post by: ssmit132 on December 20, 2008, 01:49:12 am
Very nice looking, but I agree with Getter - It's tiled too much. The blue light part is all right, but the main grey parts look like concrete or something.
Title: Re: I need a name for this
Post by: esarai on December 20, 2008, 02:11:50 am



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


I agree with the noisy part, and that the surfaces are too repetitive. I let the tiling be small like that so when a fighter flies real close to intercept a bomber or whatnot the surface doesn't pixelate and look crapped. I think the best solution is probably to give it more actual geometry detail.

EDIT:  And that's what I stayed up till 3 in the morning doing the moment finals ended.

(http://i279.photobucket.com/albums/kk124/esaraisaiea/AmaterasuV2.jpg)

Now it's even more dangerous. Poly count over 25,000. Can someone tell me the poly count of the HTL'd GTD Orion?
Title: Re: I need a name for this
Post by: ssmit132 on December 20, 2008, 05:01:37 am
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:)
Title: Re: I need a name for this
Post by: lefkos on December 20, 2008, 07:16:10 am
that ship looks truely fantastic!
Title: Re: I need a name for this
Post by: shiv on December 20, 2008, 07:33:41 am
Awesomness. Any chance it's going to be soon relesed?
Title: Re: I need a name for this
Post by: esarai on December 20, 2008, 10:38:50 am
that ship looks truely fantastic!

Thanks!

Awesomness. Any chance it's going to be soon relesed?

Yes, yes there is hope this will finish before break ends. And I feel like throwing in some easter eggs.

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:)

Oh good. I got the count down to around 21000, and it will have functional LODs, the lowest one having about 3000. That's the one thing that bakes my biscut about the HTL Orion is that the LODs don't function on my computer, so put more than 3 in there, and you're in trouble.

Oh my... 142 gun turrets. Will that break anything?
And I know, it's an insane amount of gunnery, but it's countered by enterable fighterbays and the inter-deck chasm has no defense systems, meaning enter the chasm and you can pick this thing apart. I wonder if a Fenris would fit in there... The real challenge is to get through the firestorm this thing will send at you.

I guess the best way to plausibly explain this overabundance of destructive power is that there are no flak guns on board, meaning they don't have to store ammo, and can devote space to more laser-based weapons.

EDIT: an entire wing of Fenrises could fly through there without breaking formation. Hell, send a few Diemos if you feel like it.

Oh btw,  I dedicate this post to Master Chief since it is my 117th post. And no, I am not a rabid Halo fan. I just felt like it.
Title: Re: I need a name for this
Post by: Jadehawk on December 20, 2008, 05:54:15 pm
Can't wait to get my grubby texturing paws on this one too :)  :D I commend you on your excellent work!  :yes:
Title: Re: I need a name for this
Post by: Stormkeeper on December 20, 2008, 09:04:38 pm
Kewl. If this little baby's gonna be released soon, I can wait.
Title: Re: I need a name for this
Post by: esarai on December 22, 2008, 01:21:45 am
I wonder... will having a turret named 'turret142' break PCS?  would it be better to name them "turret01a," "turret32b" and so on based on turret size?
Title: Re: I need a name for this
Post by: Droid803 on December 22, 2008, 01:39:47 am
Now upon reflection, turrets can be named whatever.
If turret142 works, having bigturret99 and smlturret41 should not be any different.
Though I haven't tried either.
Title: Re: I need a name for this
Post by: Aardwolf on December 22, 2008, 02:45:09 pm
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)
Title: Re: I need a name for this
Post by: lostllama on December 22, 2008, 02:53:47 pm
Daedalus and Icarus come to mind. Not the most scary of mythological names though.
Title: Re: I need a name for this
Post by: Droid803 on December 22, 2008, 02:55:25 pm
Oooh.
That looks like the 'cruiser'-sized counterpart to this juggernaut thing.
That one just needs some antennae at the front. And more greebling. :P
Title: Re: I need a name for this
Post by: esarai on December 22, 2008, 03:13:15 pm
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)

I See what you mean. The blue one, right?

Oooh.
That looks like the 'cruiser'-sized counterpart to this juggernaut thing.

WOAH. SCARY!  I agree it needs moar detail. Be careful of those awesome non-vertical/horizontal multi-part turrets. Those are a pain to make work in FS.

Title: Re: I need a name for this
Post by: esarai on December 24, 2008, 02:24:27 am
Okay, update!

I installed all the guns and the full LOD0 polycount shot up to 24,604. That's LOD0. Just take away all the guns and you get 17,000.

So the LOD plan is this:

LOD0: at 4500 m (a little more than 1/2 ship length) you see the whole thing. Guns, greebles and everything else.
LOD1: at 4500-9000m you see only the greebles. The guns turn off, and reduce the poly count.
LOD2: at 9000-18000m there will be only the base hull. No greeb or guns. I may change this to LOD3 and make LOD2 be where the greebles get flattened out into single planes to reduce greeb poly count by 3/4ths.

So far there are 169 different guns on board: 84 Light Advanced Lasers, 58 Advanced Lasers or AAA guns, 12 beams of TerSlash or similar class, and 15 primary beam cannons similar to LRBGreen.

This ship is not to be underestimated.

The advanced laser is an upgrade to the standard terran laser turrets. They have been upgraded with higher velocity and more punching power to make them effective at engaging anything from a fighter to another juggernaut.

There is a weakness, however. There are no guns guarding the gap between the forward spires. enter there and you can pick this ship apart. It's kinda like the Death Star. Get past the outer defenses and only another fighter can stop you.
Title: Re: I need a name for this
Post by: Droid803 on December 25, 2008, 12:30:09 am
Well, the polys are still withing safe limits, especially for a one-of-a-kind juggernaut. :P
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?
Title: Re: I need a name for this
Post by: esarai on December 25, 2008, 01:30:29 am
Well, the polys are still withing safe limits, especially for a one-of-a-kind juggernaut.

YAY!

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?

Very true... at the range for LOD1 there won't be much difference between a flat plane and a squished box.

Or are you using detail boxes for that?

What are those? If they can optimize this ship even further, I'd love to hear about them.
Title: Re: I need a name for this
Post by: nvsblmnc on December 25, 2008, 05:00:29 am
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.
Title: Re: I need a name for this
Post by: Jadehawk on December 25, 2008, 08:07:58 am
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:
Title: Re: I need a name for this
Post by: esarai on December 25, 2008, 09:54:51 am
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.

As I heard it, there is a limit on the number of turrets engaging a single target, but I've never heard of a limit on number of engageable targets. So unless there's something I missed somewhere, in theory there is no limit. I wonder if that only applies to beam cannons, since I've had corvettes use every non-beam weapon they had on me before.

It's either that or how much your computer whines at you for it.

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:

... I know the basic idea behind normals, but how exactly do you give one object another's normal? I think that's called "Normal Mapping," isn't it?
Title: Re: I need a name for this
Post by: Topgun on December 25, 2008, 03:25:43 pm
what program do you use to model?
All hail Queen Zeal!
Title: Re: I need a name for this
Post by: Jadehawk on December 25, 2008, 08:09:32 pm
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:

... I know the basic idea behind normals, but how exactly do you give one object another's normal? I think that's called "Normal Mapping," isn't it?
[/quote]

Yes normal mapping. There is a thread in this very forum (hear the top and it's a sticky) that gives you an idea on how they are made. By adjusting the  creation of the normal in such a program as Crazybump can give you control on how deep (or raised for that matter) you want to make the lines. This gives the impression of an...well an impression on the surface of the CG model.
Title: Re: I need a name for this
Post by: Krelus on December 25, 2008, 11:15:28 pm
Didn't really go through the thread to see if you'd decided on a name, but I'd like to suggest the Odysseus.
Title: Re: I need a name for this
Post by: esarai on December 26, 2008, 12:46:05 am
what program do you use to model?

I used Blender for this model. I've been tinkering around in 3DS Max, and have a pretty interesting "Strike Corvette" coming down the line. 
Title: Re: I need a name for this
Post by: esarai on December 26, 2008, 10:53:33 pm
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.
Title: Re: I need a name for this
Post by: Stormkeeper on December 26, 2008, 11:01:24 pm
Oooo. Preeeeetty.
Title: Re: I need a name for this
Post by: Krelus on December 26, 2008, 11:01:45 pm
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.


Ooo, me likey. Very detailed, but not cluttered. Well done!
Title: Re: I need a name for this
Post by: esarai on December 26, 2008, 11:20:46 pm
Thank you!

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?

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?
Title: Re: I need a name for this
Post by: Droid803 on December 26, 2008, 11:43:11 pm
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?)
Title: Re: I need a name for this
Post by: esarai on December 27, 2008, 12:06:26 am
I think it may take the a b and c as LODs or something, so...just try going bigturretXX, smlturretXX, medturretXX, wtfturretXX.

That might be so...  but eek... 169 turrets to rename.... 

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?)

It's not so much renaming turrets as telling PCS what is and is not a turret. All the subobjects and firing points are present in the model, correctly named and PCS can see them. The issue is that the Auto functions don't assemble a lot of them, and so you have to click the "new" icon in the turret editor, and then select the parent and physical objects and then a normal and firing point. 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.

If you could fix up the turrets, I'll pack everything up and upload it to filefront or mediafire so you get it. It might be a bit, since I'm still working on the debris. Christos, this thing has a lot of debris. It's gonna be one hell of a fun time flying through the debris cloud this thing will make...

wtfturretXX.

rofl.  :wakka:
Title: Re: I need a name for this
Post by: ssmit132 on December 27, 2008, 01:04:33 am
We has shiny.
*Snip*
Very, very nice!
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.
Title: Re: I need a name for this
Post by: asyikarea51 on December 30, 2008, 02:49:38 am
looks like a boxy version of a certain fighter plane from a certain show, if it was scaled down with many of the boxy features and stuff on the surface removed and/or cleaned up. XD
Title: Re: I need a name for this
Post by: Getter Robo G on December 30, 2008, 11:14:39 am
Actually it looks more like it could fit very well in the HW2 genre...  :D
Me likey though...
Title: Re: I need a name for this
Post by: Mobius on December 30, 2008, 11:37:49 am
Shinryu is the coolest Japanese name. :D
Title: Re: I need a name for this
Post by: maxim4o on December 30, 2008, 12:27:55 pm
As for name how does Chaos sound?
Or Cerberus? :D
Title: Re: I need a name for this
Post by: Mobius on December 30, 2008, 12:32:15 pm
Chaos? It'd fit for a Shivan ship...

Cerberus? It's already used...
Title: Re: I need a name for this
Post by: Grimper on December 30, 2008, 09:20:22 pm
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.
Title: Re: I need a name for this
Post by: Stormkeeper on December 30, 2008, 10:11:09 pm
Esarai already named it the Amaterasu, iirc.
Title: Re: I need a name for this
Post by: esarai on December 30, 2008, 11:02:08 pm
Amaterasu is currently leading as my personal favorite, and is as such the name I use to refer to it now, but in the tradition of DICE studios and their Battlefront games, it may be a development codename. In other words I'm still open to suggestions and input.
Title: Re: I need a name for this
Post by: ssmit132 on December 30, 2008, 11:13:45 pm
Use any name you want :). Although if third-parties want to rename it if they download it, they can. ;)
Title: Re: I need a name for this
Post by: Water on December 31, 2008, 12:02:50 am
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?

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?
turretXXa is lod0 - multipart will rotate and barrels will aim
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.
Title: Re: I need a name for this
Post by: Mobius on December 31, 2008, 11:01:37 am
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?
Title: Re: I need a name for this
Post by: esarai on December 31, 2008, 11:36:39 am
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?

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?
turretXXa is lod0 - multipart will rotate and barrels will aim
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.

...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?
Title: Re: I need a name for this
Post by: Droid803 on December 31, 2008, 12:31:03 pm
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?
Yes, and with Raiden...
Heck, its a fusion of the two names XD

Shinryu FTW!
Title: Re: I need a name for this
Post by: Water on December 31, 2008, 03:46:31 pm
...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
BigturretXX - no
turret169 - not good. PCS2 will auto generate turrets between whatever was the last turret you had and 169.

turret28
or turret28a-base and turret28-arms
fire point turret28-fp01

If you get the heirarchy and fire points correct, then in PCS2 you never have to touch the turrets.
Title: Re: I need a name for this
Post by: Droid803 on December 31, 2008, 04:11:20 pm
But he has 169 turrets.
So it'll go turret01, turret02, ... turret168, turret169
Title: Re: I need a name for this
Post by: esarai on December 31, 2008, 05:45:38 pm
What droid said. The issue is not the hierarchy. I can get that down just fine. The issue is the sheer number of guns this thing has and how well PCS2 can handle names dealing with XX values over 99. But it sounds like that shouldn't mess anything up... if it can successfully name a turret "turret169" and do everything else in between, that means I just need to undo the current naming scheme and give each turret its own XX value.
Title: Re: I need a name for this
Post by: ShadowGorrath on December 31, 2008, 08:55:51 pm
Maybe name it 'Capella', in memory and honour of the fallen system? Unless it's not GTVA.

Btw, esarai, check your message inbox here on HLP.
Title: Re: I need a name for this
Post by: Grimper on December 31, 2008, 09:01:34 pm
What about the pebbly engines?
Title: Re: I need a name for this
Post by: esarai on December 31, 2008, 11:11:44 pm
... I kinda wanted it that way. I figure the engines would be the most complex part of the ship. The texture I used is a hue-shifted contrast-increased captial3.dds, so it will seem more pebbly. I could try a different texture, though...
Title: Re: I need a name for this
Post by: esarai on January 02, 2009, 01:02:05 pm
update: the model has over 30 different pieces of debris. And the debris isn't finished. Sorry for not rendering this, but at this stage giving the ship's subobjects the textures for that would be a pain.

(http://i279.photobucket.com/albums/kk124/esaraisaiea/AmaterasuDestroyed.jpg)
Title: Re: I need a name for this
Post by: Hellstryker on January 02, 2009, 02:02:22 pm
Alright, this isn't going to make sense at all but, I don't think it looks freespacey at all. Yet it somehow fits.
Title: Re: I need a name for this
Post by: Jadehawk on January 02, 2009, 02:12:13 pm
Looks perfectly fine to me :) Just hope to texture this someday soon as my 21st Battle Group can use it.  ;7

Title: Re: I need a name for this
Post by: esarai on January 02, 2009, 02:29:57 pm
We be getting really close to release. All the turrets are renamed. Just need to do their firing points, and then it's on to conversion! Yay!
Title: Re: I need a name for this
Post by: ssmit132 on January 02, 2009, 06:07:06 pm
:D :yes: This is one ship I'm looking forward to.
Title: Re: I need a name for this
Post by: Krelus on January 03, 2009, 12:49:39 am
Do I see the Helheim03a texture in there? I love that one, it's probably my favorite "ship window/light" bitmap out there. Good choice!

(In case anyone is wondering how empty my life is, I just went on a retexturing spree of a crapload of capships and I have the names of quite a few textures memorized for the sake of my sanity.)
Title: Re: I need a name for this
Post by: Aardwolf on January 03, 2009, 05:02:57 am
Is that TrueSpace?
Title: Re: I need a name for this
Post by: esarai on January 04, 2009, 01:50:59 am
As in modeling or converting?

it was modeled in Blender, but all the heirarchy editing must be done in TrueSpace3. TrueSpace7.6 goes into a coma if I try to load this thing into it. And being a much more recent program, you'd expect it to actually work better than its predecessor--which gets down syndrome--but still works.
Title: Re: I need a name for this
Post by: Getter Robo G on January 04, 2009, 02:06:59 am
Glad to hear it's almost ready!!!!
 
Super job!   :yes:
Title: Re: I need a name for this
Post by: Hellstryker on April 13, 2009, 11:14:12 pm
 :bump:
So... some time this year?  :nod:
Title: Re: I need a name for this
Post by: ShadowGorrath on April 13, 2009, 11:55:52 pm
Esarai is being tortured by his school, so can't model. But don't worry, united GTVA-Shivan fleets are preparing to rescue him.
Title: Re: I need a name for this
Post by: Topgun on April 14, 2009, 05:21:56 pm
If you havn't named it yet, I would suggest falchion.
Title: Re: I need a name for this
Post by: Hellstryker on April 14, 2009, 05:24:26 pm
It's called the Amaterasu.
Title: Re: I need a name for this
Post by: Commander Zane on April 14, 2009, 09:23:29 pm
Makes me think of tiramasu... :nervous:
Title: Re: I need a name for this
Post by: Droid803 on April 14, 2009, 10:14:12 pm
Amaterasu is like the goddes of the sun or something, is it not?
Title: Re: I need a name for this
Post by: Mobius on April 15, 2009, 02:39:23 pm
Makes me think of tiramasu... :nervous:

Tiramisù... :drevil:
Title: Re: I need a name for this
Post by: Hellstryker on April 15, 2009, 02:41:25 pm
Off topic, but I wish I hadn't googled that... /drool
Title: Re: I need a name for this
Post by: Commander Zane on April 15, 2009, 05:17:40 pm
Off topic, but I wish I hadn't googled that... /drool
I know...it's like the most amazing dessert in existance.

Tiramisù... :drevil:
Oof.
Title: Re: I need a name for this
Post by: esarai on April 19, 2009, 03:11:44 am
Calling anyone who knows how to make models work.
I renamed all of the turrets and subsystems to their appropriate values, and the model is as close to being done as it has ever been, but there are still issues. It's a ghost ship, quite literally. No collision detections function at all. All subsystems and object centers are as they should be, but the stuff is still screwy. Any help on this matter is much appreciated. I'm including the fs2_open.log so people can tell me what the frack went wrong.

Thanks

Code: [Select]
==========================================================================
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
Title: Re: I need a name for this
Post by: Dragon on April 19, 2009, 05:53:58 am
I heard pressing "purge BSP cache" in PCS2 can fix some collision problems ,I hope it will help you ,I'm not a modeller and unfortunately cannot say anything but it. You made an awesome ship ,Esarai and I hope you will fix the problems and release it soon. I think I will make as many reskins of Amaretsu as of HTL Orion  :)
(I have an Orion in nearly every style available ,cannon or not). It's currently my favourite WIP ,and those textures may be even used for entire faction. I wish you good luck Esarai.
Title: Re: I need a name for this
Post by: blowfish on April 19, 2009, 12:32:53 pm
From the look of it you have created a gun or missile bank with zero slots in it.  Just remove the bank in PCS2.
Title: Re: I need a name for this
Post by: esarai on April 19, 2009, 07:23:03 pm
Thanks, blowfish. I'll try that when I get the chance.
And thanks, Dragon.

And onto our main announcement:   I ran a non-debug build just to get the spectacle of the Amaterasu beating up on one of every destroyer currently in my tables. A Ravana unloaded on it, and lo and behold the health marker dropped 1%. Intrigued, I steered around and ran punched burners, angling to hit the bridge. I bounced off. The ship no longer ghosts. It can take damage, and it can smack stuff.

Now on to the final fine tunings.

Fear the Blue:
(http://i279.photobucket.com/albums/kk124/esaraisaiea/Amaterasu-Justice.jpg)
Title: Re: I need a name for this
Post by: Droid803 on April 19, 2009, 07:31:25 pm
Freaking awesome.

I see glitching beams though.
You should get the beam section texture width fix.
Title: Re: I need a name for this
Post by: Commander Zane on April 19, 2009, 08:30:07 pm
*Snip*
*Image*
*Reads text on image*

TAKE OFF EVERY ZIG!
Title: Re: I need a name for this
Post by: Dragon on April 20, 2009, 02:49:07 am
This is even more awesome than I expected.    :eek2:
What exactly left to do?
Because I cannot wait for the release.
When I was lurker ,this thread was the one wich I checked right after starting a browser.
It's cetrainly the most beautyful ship in it's class ,in fact we haven't much HTL juggernauts/dreadnougts and the Amaretsu is one of the best ships at all.
Title: Re: I need a name for this
Post by: esarai on April 20, 2009, 02:55:12 am
Thank you!
The last things left to do are weed out the errors that occur in debug mode and configure the detail boxes that will make this ship compatible with lower-end graphics cards. It's pretty graphics intensive at 24,000 polygons, but with the help of detail boxes only 10,000 of those should ever be showing at any one time, meaning if your computer can handle an HTL GTD Orion, it can handle the Amaterasu.
Title: Re: I need a name for this
Post by: Knight Templar on April 20, 2009, 03:16:10 am
Looks neat man. Posting because I'm anticipating seeing this in someone's mod someday.
Title: Re: I need a name for this
Post by: esarai on April 23, 2009, 02:04:10 am
And so, with both humility and pride, I present to you the final TSJ Amaterasu.
(http://i279.photobucket.com/albums/kk124/esaraisaiea/AmaterasuFinal.jpg)
Fully converted and capable of engaging whatever the vast minds of HLPers can throw at it, the Amaterasu is ready to give the upper hand to whatever faction controls it.  Expect a download link in the next few days.
Title: Re: I need a name for this
Post by: nvsblmnc on April 23, 2009, 02:36:08 am
She's a beauty alright.
Title: Re: I need a name for this
Post by: Flaming_Sword on April 23, 2009, 03:27:58 am
/me wants :D
Title: Re: I need a name for this
Post by: ssmit132 on April 23, 2009, 06:12:26 am
Well done, indeed. :)
Title: Re: I need a name for this
Post by: watsisname on April 23, 2009, 09:07:53 am
 :eek2:

*Watsisname loves it long time*

I know it's very late to say it, but IMHO Amaterasu is the perfect name for this shiny baby. 
Incredible work, esarai. :)
Title: Re: I need a name for this
Post by: Dragon on April 23, 2009, 11:20:36 am
Awesome. The most awesome ship ever made has been finished.
Esarai made GTD Dageon and it was good ,also easy rescale (no LODs and and multipart turrets) ,but this is completely unbelievable. If I have to compare it to something I would say it combines the best elements of
WCP Midway ,Super Star Dreadought (this is the correct name) ,Venator Star Destroyer and Stratcomm's models,detailing of mediavps most recent
HTL capships ,tile mapping of HTL Orion (so modders have wide possibilities to retexture it) ,with creativity and modeling skills of Esarai. It's also one of not very represented category of HTL Supercaps ,making it a ship with not many competition.
And look from what it started.
Esarai went from this:
(http://i279.photobucket.com/albums/kk124/esaraisaiea/NewColossusofDOOM-1.jpg)
To this:
(http://i279.photobucket.com/albums/kk124/esaraisaiea/AmaterasuFinal.jpg)
Amaretsu in named after goddess of sun and truly deserves it's name.
I'm looking forward for release ,you made most awesome ship I ever seen ,Esarai.
Title: Re: I need a name for this
Post by: Snail on April 23, 2009, 02:08:20 pm
Yarp!
Title: Re: I need a name for this
Post by: Getter Robo G on April 24, 2009, 12:26:36 am
I'm so going to steal this and make it my Borg/Necron flagship of Doom...

kidding!  :drevil:
Title: Re: I need a name for this
Post by: Flaming_Sword on April 26, 2009, 05:36:07 am
/me already has plans for this ship.  :D
/me laughs evilly.
/me guesses people already know where it's going since he's only got the one FS2 project...  :nervous:
Title: Re: I need a name for this
Post by: Aardwolf on April 26, 2009, 09:43:41 am
I'm so going to steal this and make it my Borg/Necron flagship of Doom...

kidding!  :drevil:

Aw :(
Title: Re: I need a name for this
Post by: Spoon on April 26, 2009, 10:39:38 am
Wow, color me impressed!  :eek2:
Awesome job on the texture And the model!
Title: Re: I need a name for this
Post by: 0rph3u5 on April 26, 2009, 10:46:48 am
I cannot wait to get my hands on it....
 
Spoiler:
than we will see if this makes a good CJ Itzamna
Title: Re: I need a name for this
Post by: esarai on April 28, 2009, 01:26:18 am
After the long wait, it is here! This is the first official HLP release of the TSJ Amaterasu.  The wait is over, and the ship is ready for deployment. As this is version 1.00, I would like people to assist me in a massive bug hunt to ensure maximum quality. Just post whatever you find wrong with it here and I will make sure to fix it. Also, if you make mods/reskins of it, please feel free to post pictures. I'm sure there are many paintjobs more stunning than the one I gave it.

In other news, the Earth Defense team approached me during the construction phase, and it is official, TSJ Amaterasu will make it's first mod appearance in Earth Defense.

http://www.mediafire.com/?uq5vrg4ztyz (http://www.mediafire.com/?uq5vrg4ztyz)
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: blowfish on April 28, 2009, 01:57:10 am
AAAAaaaaannnnnddd upladed to fsmods. (http://www.freespacemods.net/download.php?view.533) :D
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: ShadowGorrath on April 28, 2009, 02:45:54 am
GTVA ( GTVASJ ) Capella ^^
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Commander Zane on April 28, 2009, 05:52:09 am
I'm somehow missing textures.

And this ship doesn't have a single anti-fighter beam on it, this thing's gonna be nomming on torpedos.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: ShadowGorrath on April 28, 2009, 06:51:33 am
This is slightly off-topic, but, Esarai, can you send me a link to the fighter's engine maps?
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is relea
Post by: Kobrar44 on April 28, 2009, 08:04:17 am
You can ALWAYS add some:D
F****G AWESOME!
THE BEST THING I'VE EVER SEEN!
I WANT TO USE IT! NOW!
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Dragon on April 28, 2009, 08:27:14 am
I have found some bugs and uploaded a fix.
http://www.freespacemods.net/download.php?view.534
I have also added height maps to some textures ,to use them you need to put "-height"
(without quotes) into launcher custom flags and have normal maps enabled.
I hope this path will help you with making Amaretsu even more awesome than it is now.
And at last PCS2 and lab pics of my first Amaretsu reskin.

[attachment deleted by evil Tolwyn]
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: asyikarea51 on April 28, 2009, 08:38:23 am
Damn, 169 turrets...

I seem to be missing some textures but preoccupied atm, can't check...  nevermind, saw Dragon's post


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.

Then there's the extreme use of blue colour...

viewing in pcs though, haven't tried it ingame and i don't make a good bug tester anyway.

Certainly not GTVA styling but oh well. XD
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is relea
Post by: blowfish on April 28, 2009, 08:42:42 am
And this ship doesn't have a single anti-fighter beam on it, this thing's gonna be nomming on torpedos.

:wtf: Srsly?  I've found that most of the time, anti-fighter beams are not so effective against torpedoes, but laser turrets are MORE effective.

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.

There are lighter variants of some of the textures in that pack if you want.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: asyikarea51 on April 28, 2009, 08:46:03 am
I think playing around with it is fine by me... the styling is too radical for my uses anyway :lol:
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: esarai on April 28, 2009, 12:02:43 pm
I'm somehow missing textures.
Oops... I think that might be the naming in the .pof.  Thanks to dragon for the fixes.

Quote
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.

Here's the engine texture for that Starstrider fighter I included as a little present.
http://www.mediafire.com/?memezynq5y2

Thanks to everyone for the feedback, and special thanks to Dragon for uploading those fixes!

Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Jadehawk on April 28, 2009, 01:15:32 pm
When I get home, I'll use my custom hull and engine textures and see if you all might like it. My hull textures also have normals too. Looking good so far :)
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Jadehawk on April 30, 2009, 01:12:59 pm
Texturing done. Now I need to do a shp file for it unless I missed one?

Then do some in game screenies for ya.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: TrashMan on April 30, 2009, 03:04:54 pm
Texturing done. Now I need to do a shp file for it unless I missed one?

Then do some in game screenies for ya.

It's in the Wiki..

Just make a shipname-shp.tbm file and put the ship.tbl into in it, with a #Ship Classes on top and #End on bottom...methinks.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: blowfish on April 30, 2009, 05:00:31 pm
Filename: blahblahblah-shp.tbm

Code: [Select]
#Ship Classes

$Name: MyAwesomeShip
[rest of ship table]

#End
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Jadehawk on April 30, 2009, 06:55:46 pm
As promised:
This is a 15 min job using my existing textures I have. Yes there are normals applied in these shots too. But this ship is freakin huge and you really cant see them until you get close like in shot 2.

(http://img.photobucket.com/albums/v104/Onyxwing2004USA/TSJAmaterasu1.jpg)

(http://img.photobucket.com/albums/v104/Onyxwing2004USA/TSJAmaterasu2.jpg)

Opinion away.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is relea
Post by: blowfish on April 30, 2009, 07:00:46 pm
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.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: dragonsniper on April 30, 2009, 07:01:06 pm
I like it. :yes: Sooo much better than what I could do. :D
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Retsof on April 30, 2009, 07:30:22 pm
Looks good, not sure I like those cyan stripes though, but I cant suggest an alternative so...
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Jadehawk on April 30, 2009, 09:32:52 pm
The Cyan color is just the Battlegroup's color for ship identification. Any of them can be changed and I got plenty of colors under the rainbow for Battlegroup colors. But can change it to a Medium Gray color for a plain ship.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: General Battuta on April 30, 2009, 09:38:29 pm
Love your work, Jadehawk. I just think it needs a shinemap.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: esarai on April 30, 2009, 09:41:08 pm
@Jadehawk: The Amaterasu-shp.tbm file included in the archive should be what you're looking for. It's in the tables folder that extracts with the distributable. Just copy that file into your FreeSpace2\data\tables folder and everything should be skippy. Let me know if you have trouble finding it.

Interesting retexture. Looks a lot heavier, if that makes sense. Much more militaristic feeling. I agree with blowfish; needs more shine and needs more turret glow. Good job!
@Everybody: Thanks for the feedback and help!
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is relea
Post by: Jadehawk on April 30, 2009, 10:05:15 pm
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?
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Flaming_Sword on May 01, 2009, 12:40:39 am
http://www.hard-light.net/wiki/index.php/Texturing#TextureName-shine.xxx
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Getter Robo G on May 01, 2009, 12:44:20 am
Nice Jadehawk, that's what I was hinting towards in MIRC the other day to Easarai.
Definatelt NOt the "Christmas Tree Look".  :cool:

kudos!
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: blowfish on May 01, 2009, 01:04:27 am
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?

The alpha channel controls the amount of environmental mapping that appears on the texture.  You may notice that, without an alpha channel, many textures end up looking like mirrors because they reflect the background so much.  You can reduce the amount of background reflection with the alpha channel.  There are different approaches to this, but a lot of the FSU guys say that the alpha channel should be pretty close to black except for chrome, glass, etc. areas...
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Jadehawk on May 02, 2009, 10:00:04 am
OK so if I save the DDS shine map as a Explicit Alpha (DXT3) this will work better?
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: blowfish on May 02, 2009, 11:46:44 am
Well you actually have to create the alpha channel :P, but once you have, DXT3 or DXT5 will be fine.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Jadehawk on May 02, 2009, 12:18:15 pm
ok I think I see what you mean now. I created new shine maps for some of the textures I used on this and here are the FIRST results.  Oh I forgot to say, the first shots DID in fact have shine maps. But they had no Alpha channel and in fact all my stuff have shine maps but these are the first with Alpha Channels.

(http://img.photobucket.com/albums/v104/Onyxwing2004USA/TSJAmaterasu4.jpg)

(http://img.photobucket.com/albums/v104/Onyxwing2004USA/TSJAmaterasu3.jpg) 

Yes I know it's shiny like a Christmas tree, but I DID say it's the first try  :D

Too shiny?  ;7

Question: How much shiny is acceptable? I'd say about 10 to 20% and no more than 35%
Opinions?
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: General Battuta on May 02, 2009, 12:26:20 pm
That's much better, I think.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Getter Robo G on May 03, 2009, 02:38:20 am
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:
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Jouzin on May 03, 2009, 04:18:42 am
WAU looks great really nice ship....

Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Jadehawk on May 03, 2009, 08:44:51 am
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:


Naw...it's was a response to my own observation about my work.  :yes:

I'm still having trouble getting the hang on how to make the shine map with alpha channel. The exact point I'm having trouble with is controlling the shininess. What I have is one layer for the details and color. the other layer had a black filter. I made the Alpha mask on the black layer several times First time was at 60% and second was at 30%. Last attempt was at 80% and they all  showed the same shininess. I guess I need to flatten the layers into one layer like you do for making planets? I'll mess with it and see if I'm right.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: blowfish on May 03, 2009, 12:02:25 pm
Does whatever image-editing program you use (Was it Paint Shop Pro? :nervous:) have a channels editor?
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Jadehawk on May 03, 2009, 12:18:54 pm
yes Paint Shop Pro 9
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: esarai on May 03, 2009, 02:48:44 pm
Out of curiosity does Photoshop have a channel editor?
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is relea
Post by: blowfish on May 03, 2009, 03:02:30 pm
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.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Droid803 on May 03, 2009, 03:04:37 pm
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.

Or in the case of Alpha Env Mapping, Black = Not Shiny, White = Shiny.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Zacam on May 03, 2009, 07:12:34 pm
Paint Sheep uses MASKS for alpha layer editing.

One of the reasons I stopped using it.

It and GiMP both badly provide what I want when editing the alpha channel. Namely, providing it as a seperate channel with visibility independent of the other channels.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Flaming_Sword on May 03, 2009, 08:55:59 pm
There's a show layer mask option in GIMP, it's what I've been using, anyway. Of course, it's grayscale.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: blowfish on May 03, 2009, 09:26:19 pm
There's a show layer mask option in GIMP, it's what I've been using, anyway. Of course, it's grayscale.

Alpha masks should only be grayscale anyway.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Snail on May 03, 2009, 10:19:40 pm
Damn, this thing is seriously overpowered.
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: blowfish on May 03, 2009, 10:21:03 pm
Damn, this thing is seriously overpowered.

Overpowered is a relative term... ;)
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is released!
Post by: Snail on May 03, 2009, 10:21:35 pm
Relative to what? Inferno?
Title: Re: I no longer need a name for this. I need testers. The TSJ Amaterasu is relea
Post by: blowfish on May 03, 2009, 10:22:32 pm
:lol: :wakka: :lol:

Not exactly what I had in mind, but that too :P