Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Krelus on March 10, 2009, 08:48:06 pm
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Does there exist somewhere a variety missile pack or something? Right now I'm using standard FS2 models for my new missiles, but something about seeing an aspect-seeking Tempest makes my skin crawl.
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I wish there was. However, I do know Teeth of the Tiger MOD will have new missiles when it's released. I'm working on some, but it's gonna be quite sometime before you see them. As for the other mods, I'm not so sure any has been released? But others may know more.
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I've made a bunch for FSPort (they're in the Media VPs) and Fate of the Galaxy (they're in a thread there.) You could try reskins of those for now.
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I've made a bunch for FSPort (they're in the Media VPs) and Fate of the Galaxy (they're in a thread there.) You could try reskins of those for now.
Many thanks! I figured some of the big-name campaigns would have awesome secondaries, but I didn't want to go banging around without the creator's permission.
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As long as they're in the credits, it's fine, usually. And INFR1 had a few decent reskins and original models.
And didn't we release a few missiles with TotT Demo?
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Actually the TotT intro has a few secondary models, but I suggest reskinning them before use because they don't look GTVA nor Shivan style.
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Somewhat related to the thread title...
But what differences would there be between rigging a fighter (model-to-POF)
and setting up new weapons models to work in game?
Basically just a stripped fighter without subsystems and the like or is there more to it?
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Somewhat related to the thread title...
But what differences would there be between rigging a fighter (model-to-POF)
and setting up new weapons models to work in game?
Basically just a stripped fighter without subsystems and the like or is there more to it?
Just to clarify, did you just suggest that I use fighter models as missiles?
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LAUNCH THE URSA BOMBS!
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Krelus - no I was asking a separate different question that had some relation to the topic title,
but not what you were asking. I'm asking about POF setup differences between ships and weapons
since I've never seen a guide on that subject... only caps and fighters.
For the sake of saying it though, if you were interested in making your own missiles.
You can use a "fighter or cap" and have the model of the "ship" be a missile or something else
similar and then through FREDing... have it kamikaze into a target... and it would then appear
to have been a weapon from in the game. Local SSM (see wiki) would work good for that example.
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A missile .pof is a .pof with no subsystems and a thruster (or more, Stiletto mk 2 has like 4).
Unpack a missile from some .vp file and see how it looks like in PCS 2. Reverse engineering works really good and is pretty easy in FS Open.
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Krelus - no I was asking a separate different question that had some relation to the topic title,
but not what you were asking. I'm asking about POF setup differences between ships and weapons
since I've never seen a guide on that subject... only caps and fighters.
For the sake of saying it though, if you were interested in making your own missiles.
You can use a "fighter or cap" and have the model of the "ship" be a missile or something else
similar and then through FREDing... have it kamikaze into a target... and it would then appear
to have been a weapon from in the game. Local SSM (see wiki) would work good for that example.
Oh, whoops. I need to read things more carefully.
Actually, if someone can point me towards a good modelling tutorial / good free modelling program I can use with FS2, I wouldn't mind taking a crack at it myself.
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Making missiles is easy, fun, productive, and is a great way to learn modeling, UV mapping, texturing and POF conversion. I recommend it to everyone.
Krelus: If you're just starting out, start with Blender. (http://www.blender.org/) It's difficult at first, but it's free, it exports to Freespace via DAE, you don't have to unlearn anything and it's updated all the time. Blender.org also has a ton of documentation on modeling and unwrapping, and Vasudan Admiral has posted a Wiki page on exporting to Freespace.
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Since it's less than obvious trying to find things...
http://www.hard-light.net/wiki/index.php/Blender_to_POF_Conversions
There's the blender guide.
Blender is good for what it is, and I don't have anything at all against Galemp's suggestion;
but I would mention that should you want to get into more professional modeling, 3DS Max
and other software beyond Blender is pretty standard... so it might be a bit odd switching later on.
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Since it's less than obvious trying to find things...
http://www.hard-light.net/wiki/index.php/Blender_to_POF_Conversions
There's the blender guide.
Blender is good for what it is, and I don't have anything at all against Galemp's suggestion;
but I would mention that should you want to get into more professional modeling, 3DS Max
and other software beyond Blender is pretty standard... so it might be a bit odd switching later on.
Yeah, it's unlikely that I will ever go into 3d animation as a profession. A hobby, though? That's a different story :D
The nice thing is that since I'm an art student who is well-versed in the use of vector-based drawing programs, I can do cool stuff like sketch out a ship/missile, scan it, trace it with the pen tool, click and drag to make whatever alterations I want, and use that as a reference.
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About the missile models, i would love to see more of them in game... i remember when i first upgraded to mvps and loved how Harpoons and Hornets looked but most of the other secondaries were still their base models from the retail, hopefully there is an upgrade in the works or one that i have overlooked somewhere?
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Blender is good for what it is, and I don't have anything at all against Galemp's suggestion;
but I would mention that should you want to get into more professional modeling, 3DS Max
and other software beyond Blender is pretty standard... so it might be a bit odd switching later on.
Actually, Blender's not all that far behind Max, and in a couple of ways it's ahead of it. :)
http://wiki.cgsociety.org/index.php/Comparison_of_3d_tools
From what I've gathered there's not much that you can do in Max that you can't do in Blender in a very similar timeframe.
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I was talking more of professional adoption, a studio is more likely to be using Max and/or something
else, (possibly due to age if nothing else) than Blender right off...
That being said... I'm looking at trying to get into a tech college this summer and I'd like to major in computer
graphics technology (3d modeling & animation).
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About the missile models, i would love to see more of them in game... i remember when i first upgraded to mvps and loved how Harpoons and Hornets looked but most of the other secondaries were still their base models from the retail, hopefully there is an upgrade in the works or one that i have overlooked somewhere?
None that I've seen yet, the Rockeye, Tornado, Infyrno, and TAG missiles still have yet to be even touched. And if I'm not mistaken they're the only missiles left in the entire game that haven't been remodeled of both FS1 and FS2.
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Hmmmmm... Misile... :yes: :yes: :yes: :yes: :yes:
(http://christopherjepson.com/img/Screenshot002.jpg)
(http://christopherjepson.com/img/Screenshot003.jpg)
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Interceptor/Hornet hybrid. Titman likes.
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Me likey as well. Let me know when it's complete! :D
Another challenge on the other end of making missiles (i.e, table wizardry) is coming up with stuff that fills a role previously ignored without being gimmicky or game-breaking.
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Looks like a penetrator to me.
Interceptor/Hornet hybrid. Titman likes.
;7
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Interceptor/Hornet hybrid. Titman likes.
you do realize what you've just said, right? :p