Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vengence on March 23, 2009, 08:13:16 pm
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It has been several years since I have made this and my skill in not only modeling but photoshop has significantly increased. So much so that this model and texture is obsolete. I want to remake it, retaining the basic silhouette but a completely revamped ship. I sort of want to keep some of the objects and get rid of a few others but then here is where I want to make things interesting for ya... here is the ship, what should I add, remove, or make pretty?
(http://img17.imageshack.us/img17/2375/blizzard.jpg)
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The wings look a bit fragile. Maybe thickening the wings/putting some greebles or armor plates onto it so that the pods don't look like they would snap off if it hits something?
I'm also thinking that the part connecting the gun pod to the engine could be changed up, as it doesn't follow the 'flow' of the wing.
Donno...
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Okay :P
So you know I am shooting for a huge polycount. As in near next gen polycount meaning 16,000 polygons or somewhat less. And no worries folks :P, I will include efficient LODS. I am starting the model with the engine pod. The pod alone with the missile rack has almost 2000 polygons.... so that means I have 8000 polygons already XD. Well most of it is actually in the missiles so I'll have to optimize.
Okay HLP folks, I really mean it that I'd love any suggestions but let me be more specific... if you have any design or ideas to integrate just say and show or describe. Seriously, I'd like this to be a bit more interactive.
New stuff:
New Engine pod and missile pod. Also better integration of wing to engine. The wing has a MUCH larger connection to the engine and a larger wing section so far on the mesh in progress. This should make it look stronger.
(http://img8.imageshack.us/img8/2375/blizzard.jpg)
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Sexy. :D
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Your guns...make them more detailed so when you see them you know right away what they are designed for! :nod:
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do ya have any images or references you want me to base off in particular?
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Is that a model based on the old EAF Claymore Mk II?
Or maybe the Claymore Mk II is based on that model? :confused:
In any case, very nice work on that! :nod: :yes:
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Add some bracing at the "elbow" where the wing meets the engine pod. Currently, it's at possibly the worst angle from a structural viewpoint, especially for an engine. One misfire, and that pod breaks off. Also, you might want to move the missile pods to the center of the vessel, since it's kinda empty over there.
Nice ship, looks like a next-gen Starfury from B5. Thunderbolts, were they called?
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Oh right - I now remember there also is a B5 fighter with that shape. :)
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It's not a standard Tbolt though - looks like a cross between a Tbolt and a Claymore 2/3...
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I fail to get the connection to the Claymore Mk III, though...
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My 2 cents: Lose that connection between the weapons and the engine pod. It makes that whole area look kinda flimsy, IMO.
I mean, this fighter looks like it's carrying heavy armament, but no armor, which feels kinda wrong.
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Why? "Carrying heavy armament, but no armor" sounds like the description of a well-specified heavy interceptor.
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I don't know, actually. I guess seeing the Zeus' missile racks on an interceptor threw my design sensibilities off-course.
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Yeah I got tons of those comments before :P
I suppose I could make a built in missile pod into the wings but when I designed it I felt that it looked better this way.
Update: In total the wing thickness to be is over 300% thicker. New gun, yay. And adding bracings to the wing/pod
(http://img7.imageshack.us/img7/2375/blizzard.jpg)
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The pod looks awesome, but I agree that you need to sure up the connection between the pod and the wing.
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when will you RELEASE this mod?
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That's a bith harsh comment, Titan.
Vengence, check your PMs. :)
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Replied. And I dunno about a release, maybe a model release but somebody else would have to export these as POF though I could rig the models in PCS2.
Working on the wings now. As you can see they are much thicker than before.
(http://img17.imageshack.us/img17/1078/blizzardn.jpg)
Taking the missile suggestion in mind.... do you want the wing to be plain or have the missiles inside the wing? The obvious tradeoff will be UV space and polygon count but also another secondary bay :P.
(http://img17.imageshack.us/img17/9521/wing01.jpg)
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Sorry. YOu know how people have problems, they spend too much time on the net, and then they speak in the wrong tone because they don't use smileys? Opposite thing.
I just remember seeing some shots for this a while back, and it looks pretty awesome.
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I is awesome, but it still looks like that pods would snap off if it were to ever land in gravity. perhaps add some support struts or something?
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Is the model big? Does it match fighters in terms of dimensions?
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Replied. And I dunno about a release, maybe a model release but somebody else would have to export these as POF though I could rig the models in PCS2.
If you pass me the old meshes and maps in a format the 3ds max can open, I'll rig them for the public, while you can keep the shiny new ones for your mod release. :nod:
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Alright but so you know I have NO idea which Max files I have are 3DS 7 or 3DS 9 since I sometimes overwrite my old files. Also there is a chance that some textures are either missing, gone, or incomplete since the final files were in the FS2 directory when I deleted everything.
About the size I'm actually not too sure but it should be roughly 20 meters in length. I'll have to get a person model and sit him into it then measure the craft.
Added some struts or whatever they are.
(http://img17.imageshack.us/img17/1177/blizzardt.jpg)
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That's looking good. :D
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Looking good :yes:
Alright but so you know I have NO idea which Max files I have are 3DS 7 or 3DS 9 since I sometimes overwrite my old files. Also there is a chance that some textures are either missing, gone, or incomplete since the final files were in the FS2 directory when I deleted everything.
Doesn't matter, I'll see what I can pull out if you send them over :P
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Yeah, Droid's not gonna have any trouble with model formats. I can assure that much :D
By the way, you wouldn't happen to be the Vengence of Sigma Invasion would you? If you are, then man, I love your skins :p
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Yes! I AM Vengence of Sigma Invasion =D.
On that topic here is a list of my mod files I have found:
Latest Hurricane V Heavy Cruiser model
-Length
6KM
-Armament
14 Double Barreled Really BF Plasma Cannons (each turret with barrel is 800 freakin meters long! And shoots 1km long green plasma bolts that move at 7km a second!!!)
Model- Yes
Rig- Mostly
Debris- Sort of
Skin- YES =D
(http://img7.imageshack.us/img7/3618/heavycruiser.jpg)
Lightning Missile Destroyer Model
-Length
1.5KM
-Armament
Flak Guns
AA Guns
Side missile launchers
Body Mounted SUPER GIGANTIC CRUISE MISSILE OF DEATH RACK
Model- Yes
Rig- Nope
Debris- Yes
Skin- only one but this model uses mostly FS2 maps
(http://img7.imageshack.us/img7/6062/lightningv.jpg)
Cerahkain Cruiser
-Length
600 meters
-Armaments
4 AA beams
1 anti cap ship red laser
Model- Yes
Rig- No
Debris- Yes but very bad
Skin- Max applied procedural textures. You'd have to render to texture to obtain the maps on it.
(http://img7.imageshack.us/img7/3474/cerahkaincruiser.jpg)
Cerahkain Destroyer
-Length
2KM
-Armaments
Tons of AA Beams
5 Anti-Capship beams
Model- Yes
Rig- No
Debris- No
Skin- Max applied procedural textures. You'd have to render to texture to obtain the maps on it.
(http://img7.imageshack.us/img7/2301/cerahkaindestroyer.jpg)
Homeworld Empire Mega Gate
-The Mega Gate is an invention of the Homeworld Empire. Not made by aliens, not made by an ancient civilization, this was made by the human Homeworlders. Their creation was the key in uniting the galaxy under quick trade and peace, a symbol of their incredible power and technological prowess.
Size
8km in Diameter
Model- Yes
Rig- No
Debris- Nope
Skin- Gone
(http://img3.imageshack.us/img3/7707/megagate.jpg)
Thunder Heavy Fighter
Size
20+ Meters
Armament
8 barrels of fast firing plasma death
4 barreled nose cannon for heavy plasma
missile racks
Model-Yes
Rig-Yup
Debris- Yup. LOD too
Skin- Yup
(http://img3.imageshack.us/img3/7247/thundervjj.jpg)
Typhoon Cruiser
Size
3km
Armament
Lots of AA guns
6 nose beam guns
1 giant positron cannon
2 double barreled huge plasma turrets
Fighter bay
Model-yes
Rig-No
Debris-No
Skin-Yes
(http://img6.imageshack.us/img6/2804/typhoon.jpg)
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Wow...the last two models are quite impressive... ;7
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Wow...the last two models are quite impressive... ;7
That is because they were the most recent until I stopped working.
More work:
Lower wings made and given missiles too.
(http://img5.imageshack.us/img5/9195/blizzardv.jpg)
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I remember when the typhoon was posted here a while ago...
did that ever get released/used for anything?
i always though it was a great model...and there were some other great ones with a similar style IIRC
on topic, i think that you should make the fusalage/cockpit of the fighter bigger/bulkier...
right now it looks out of balance with the huge engine pods on the wings
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Working on it :ick:
At least those wings are done. Lets see.... poly count... hmm holy crap ha.... poly count so far 12,000. For my milestone I can stuff 4,000 more polygons and all go to the fusalage.
The Typhoon was used in my personal mod but if droid can do magic when I send the whole package then you may be able to blow it up yourself.
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another suggestion i have would be to contine the wind out a little beyond the engine pod...i think that would help the balance issue
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Something beyond them? What you mean?
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Nice poly count.
Damn you're a beast at working on this thing, she's gorgeous.
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No, tell that to the guys who made the HTL models for FS2 Open :P.
I can't believe I spent 2 hours on the blasted cockpit frames... ugh so much welding and moving X_X. Man... working 5 hours straight.
(http://img16.imageshack.us/img16/4697/blizzardb.jpg)
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Would it be a problem to expand the overall wing surface area? They may be thicker in depth now but still seem too small in width.
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Too small in width? :wtf:
(http://img22.imageshack.us/img22/7660/blizzardusd.jpg)
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Too small in width? :wtf:
(http://img22.imageshack.us/img22/7660/blizzardusd.jpg)
i think he means front to back
leading edge to trailing edge
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I guess it was just the angles the other pictures have been in then, they kept appearing too narrow.
What Jake said.
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Something beyond them? What you mean?
A continuation of the wing beyond the engine pod
like so:
[img=http://img150.imageshack.us/img150/9167/wingdesign.th.jpg] (http://img150.imageshack.us/my.php?image=wingdesign.jpg)
hopefully you unerstand that scrappy diagram
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Then it would further scream Thunderbolt. :P
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Then it would further scream Thunderbolt. :P
Indeed most definitely considering 60% of the design is Thunderbolt.
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meh... i'm not really familiar with the B5 designs
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those lasers cannons are bigger than the cockpit, maybe doing them a little smaller will make it look better... I don't want to think about a laser bigger than a person thing.
anyway just a thought.
great work by the way, very original indeed.
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You know most cannons armed on aircraft today can easily be compared in size to Volkswagen Bettles right?
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Gau that hurts!!!
XD
(http://upload.wikimedia.org/wikipedia/commons/thumb/f/f5/GAU-8_meets_VW_Type_1.jpg/800px-GAU-8_meets_VW_Type_1.jpg)
And more update the model body is coming along though a bit sloppy
(http://img518.imageshack.us/img518/2375/blizzard.jpg)
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Looks like a cross between an X-Wing and a B5 Starfury
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(http://fc95.deviantart.com/fs13/f/2007/042/7/9/How_Dare_They_by_VengenceMkII.jpg)
Aside from the Blizzard being over twice its size?
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I'm not fond of the guns being placed right at the wingtip, but since this is one of your main styling cues (seeing as another fighter has it) I can't suggest anything.
Props for keeping at this... I dunno, these models that you've done actually make me think of something important.
Is that image from Top Gear or something :wtf: :nervous:
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Top Gear?
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A wacked out car show where teh hosts like to "test out" "vehicles". They do a lot of random stuff.
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I think he means Top Gun.
And no that image is not from the movie. It does look like that gun is the 30mm Gatling gun used in the A-10.
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nope. Topgear, besides Dr. Who, its the only good show on the BBC!
Oh and love the models! The look is a refreshing change for the normal FS ship design.
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It does look like that gun is the 30mm Gatling gun used in the A-10.
From the name of the image, it probably is the GAU-8 30mm on the A-10.
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I did say "Gau that hurts!" XD. Gau-8 Avenger to be exact. And yes that is the A-10 Gun, a monster of a weapon though I do admit the A10 is mostly that one gun and my fighter DEFINITELY doesn't have something that big XD...
oh I just remembered... I thought up of a fighter, about 60 meters long. Wait... a 60 meter long fighter? Lol yeah... almost a bomber if it had support for bombs but it was a fighter with over a dozen barrels of heavy weapons ha. Now that was intense.
Anyways a WIP. It is almost done. Well the base of the body. I want to add pipes and greebles to it.
Transparent is the original mesh
(http://img257.imageshack.us/img257/8626/blizzardp.jpg)
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From practical perspective, it would be beneficial to move the weapons systems to the wingroots or even directly to the fuselage. The more mass you have far from the center of gravity, the bigger moment of inertia the ship is going to have, which directly affects the maneuverability of the ship. Thrusters, if they are to be used for maneuvering as well as propulsion, can benefit from being placed far from the CoG, but then again putting the engines on the ends of long levers creates all sorts of engineering problems with torque and stuff, which causes unnecessary structural stress and you end up needing to make the wings stronger and heavier than necessary.
Also, placing propulsion systems to significant distance from the center of gravity has other issues, especially for a military vessel. Consider what happens if one of the wings is hit and the stuff on the end of it is blown away... the fighter would be able to still use two of the engines (if upper starboard engine is blown away, lower starboard and upper port engines could still be used), but it means that if just one of the engines suffers damage, it's going to have the same effect as knocking out two engines would have. And if two engines are knocked out you're dead in the water because you have no way to counter that kind of asymmetric thrust and would just end up spinning wildly... If the thrusters were closer to the center of gravity, the problem wouldn't be as severe and possible attitude controllability problems could be reduced with thrust vectoring and maneuvering thrusters.
Not only that, but primary weapons would always benefit from being placed as close to the sight axis due to convergence issues. So from practical purposes, I would recommend at least moving the primaries to the wing roots. Or alternatively giving at least some kind of nose-mounted gun, because that wing span is going to make close quarters fighting with primaries a pain in the ass, as long as the dynamic convergence option isn't available.
Of course, Rule of Cool overrides these problems to certain extent, but the primaries realyl should be closer to the center. IMHO, anyway.
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About the primaries, solved to an extent. The wing guns do have a sort of convergence to them but are mostly long range suppression. I've played this thing ingame before, the older version. The wing guns are useless at close range but that is what the twin heavy cannons are for and those are practically on the nose. Fighter chases down enemies, dropping shields and hull at range then when you get up to them, let loose with the heavy guns. Then there is the very sizable missile and torpedo compatibility... (hey those huge racks carry more than harpoons :P)
As for realism... yeah I am stretching it quite a bit and I do confess I did plan on relying on the rule of cool to make up for a good deal of it. I also did plan on this class of ships having somewhat weak armor and no shields. (Hence why the Typhoon and Hurricane ships use their shield envelopes to protect the fighters) Also this faction has had a history of preferring speed, power, and versatility over specialization and defense. An aggressive faction that uses blitz tactics and flanking attacks to cripple enemies basically. But I don't think I've fully developed this into their designs and... it is 2:35AM, I've been working on this thing for 10 hours straight T_T... not in the mood to argue realism or anything.
It is almost done and at 15,000 polygons. I can spare 1000 more for greebles for the body.
(http://img297.imageshack.us/img297/2375/blizzard.jpg)
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Hot ****ing damn that is nice.
Can't wait to see this thing textured.
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The model quality itself looks good but the wings seam to be to thin to hold these massive engine and missile pods when making hard turns or any other manouver except flying straight.
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Yeah I was referring to Top Gear XD
When the show is that crazy, next time you see a crazy/odd car pic your mind instinctively thinks that it's Top Gear. XD
I think Herra pretty much echoed my thoughts on the weapons systems/structural integrity/tq blah blah blah, so... yeah. But this is a sci-fi work, and like I said before it looks to me like a styling cue of some sort (which can't be altered?) for whatever you're doing.
So for me I'll just be ignorant towards the physics side of things if you ever release what you've done into a mod. :lol:
I notice you added some more "solid" attachments/braces from the wingtips to the guns in that last screenie above? The whole assembly looks like aircraft drop tanks somehow... :nervous:
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the wings seam to be too thin to hold these massive engine and missile pods.
Funny you should say that considering I increased thickness by over 300% and width by 20% as compared to the original version
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I got an I Am The Stig T-shirt for Xmas
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I got an I Am The Stig T-shirt for Xmas
Err.... random? :confused:
and finally.... done...
(http://img12.imageshack.us/img12/5206/blizzardi.jpg)
Now to skin this devil somehow... man this is going to be semi murderous.
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As a Textureur, please take your time making the UVmap. I have seen plenty of good models done well, but were nearly impossible to work with due to the crappy UV mapping done. Consider using not one, but two or more 1024X1024 or even better, 2048X2048 size for your UV maps and lay them out with minimal stretching as possible. For a good example, look at the Jackel done by Scooby-do which uses several UV maps. Good luck! :)
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Actually I have another method as well :P
Use a 1024x2048 texture. It is possible, just a few tweaks and poof you have the UV space of 2 1024 textures but in one map on one model. We'll see how many textures I need later, I am actually unsure of how big I should go.
Oh yeah a few questions on that part. How again do I make normal maps? I recall I had SEVERE problems with that last time I tried. I have the normal map filter but what channels do I change ect again?
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I never was able to get the Nvida program to let me create a .dds file unless it was in a cubic fformat such as 2048X2048 for example. Same goes for making normals as far as I know of, the format has to be square for the Nvida program to work unless I'm missing something?
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The resolution just needs to be 2^x * 2^y form. 512x2048 works just as well as 1024*1024.
Jadehawk, what version of nvDXT are you using? It should be able to convert power-of-two textures without any problems...
You should aspire to make the model use just one map, since multiple textures is the biggest performance-limiting factor on FS2_Open engine. Only if you want to use something completely insane like 2048x4096 resolution you should make it use two maps, and that's because of some video cards that are limited to 2048^2 as maximum texture resolution.
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(http://img12.imageshack.us/img12/5206/blizzardi.jpg)
Mentally orgasmic. :nod:
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One word. Awesome.
Two more words: me wants.
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I want it too! :D
Any clue on the textures you'll be using, Vengence?
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Any clue on the textures you'll be using, Vengence?
Um... similar to the original but better?
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In a *cough* *cough* you know how way? ;)
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I personally liked the other texture a lot, so a new one of it would be cool. And the ship looks awesome. :yes:
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Want some strange urban camo on it? XD
Oh btw... the cockpit I have sucks badly. Anybody would like to loan a simple cockpit model as well as a standing human model? I need a human to make proper size adjustments.
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You may copy and paste what you need from high poly spacecraft model featuring cockpints. :)
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Kinda hard considering I don't have a way to convert COB or POF to 3DS or OBJ.
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What program did you use to make the model?
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3D Studio Max 9. I can bear putting this through another program to convert to COB and then POF then rig it in PCS2 but as for going to COB.... thats kinda hard.
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Ok. I use Maya, and it takes forever to get it to a working pof format (since that Maya I use only has 2 saving formats. :mad:)
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3DS can export in many formats... except for COB.
I am getting a trial of Deep Exploration but I don't know if it will work. I am pretty sure Truespace could handle the COB export but I dunno.
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Trying to get something through Maya didn't work, so I have to export to .dae/.cob (or something like that) and use deep exploration. It isn't free (I used the trial version as well) and seems to turn the model 90 degrees upwards, but saving/exporting it to a format that truespace can use can be done. Then from Truespace to pof can also be done and is quite simple.
BTW, is there any way to save something and not have to go through Truespace?
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Just export to DAE.
The Collada supporting PCS2 will open that.
I'm pretty sure there's a Collada plugin for most programs.
I don't think anyone should be using COBs anymore unless they're modelling with TrueSpace. DAE is just...better.
COB dumps suck, as the only way I can get them into max is to go COB->POF->DAE, then import it into max, though the POF->DAE part of it is finnicky and gives me ARRAY OUT OF BOUNDS errors and I can't do anything about them... Annoying. :(
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PCS2 cannot import DAE
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Yes it can.
I've done it before.
Many times.
Read this: http://www.hard-light.net/forums/index.php/topic,54757.0.html
More specifically, getting THIS (http://the158th.hard-light.net/spicious/pcs2.7z) version of PCS2 will allow Collada import.
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I am missing DLLs
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I had that problem too. :nod:
Then I asked about it on this thread: http://www.hard-light.net/forums/index.php/topic,57841.0.html, and I got the DLLs and the VC whatever thing that's required for it.
I should have just linked THIS: http://www.hard-light.net/wiki/index.php/Collada_Importer#How_to_Get_Collada_Support off the bat.
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K, this should make things easier.
The UV map is going.... oddly at best. I'm not exactly sure of what to do on this particular part. Should I make things worlds easier by simply mirroring or should I UV everything? Of course the implications of this is that if I mirror I should not use text or stuff on the body but it saves time and space.
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The chick may be in a suit with a headdress, but it gets the job done. Only model I had already exported to .obj :D
[attachment deleted by ninja]
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K, this should make things easier.
The UV map is going.... oddly at best. I'm not exactly sure of what to do on this particular part. Should I make things worlds easier by simply mirroring or should I UV everything? Of course the implications of this is that if I mirror I should not use text or stuff on the body but it saves time and space.
You can mirror things yes, but you need to carefully think that out so you don't cause problems by making things too restrictive. As I have said before, taking your time now making a good UV map is just as important doing the entire model it's self as the mapping can make your modeling very well worth it. Not only that, but us Textureurs will thank you greatly for making a good UV map! :nod:
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May be thinking ahead but what do you think of the weapon choices?
-Normal Weapons-
Plasma Repeater - Fast firing light weapon. Fast travel speed and good range. Fair damage. Used on the wing guns. Low energy drain. Cycles
Plasma Cannon- Prometheus ROF heavy weapon. Fast travel speed and short range. High damage on hull, medium on shields. Used on Fuselage. High energy drain.
-Specialty Weapons-
Irradiated Plasma Repeater - Medium ROF light weapon. Fast travel speed and good range. Good damage, can damage subsystems to a great effect. Used on wings. Medium power drain.
Positron Cannon - Slow ROF heavy weapon. Slow travel speed and short range. Horrendous hull damage, extreme shield damage, murderous to subsystems. Used on Fuselage. Extreme power drain.
The Empire has a sort of affinity for brutal weapons. Call it crazy but they have a good reason to considering their ancestors went through hell... and a bit more liberal use of what they had could have saved millions of lives. This resulted in the wide spread use of 'Irradiated' weaponry. Weapons that generate or release high amounts of radiation upon impact. The galactic races find this usage of radiation weapons to be highly disturbing and are wary around the Empire for their use of such weapons... This culminated in the unveiling of the Positron Cannon, the Empire's most dreaded and feared weapon. An anti-matter of sorts weapon, it annihilates matter and releases extreme amounts of gamma radiation... killing entire ship crews and obliterating its internal systems.
To give an estimation of the power of the Positron Cannon in FS2... a single 4 fighter wing armed with these could probably kill a Cruiser without using missiles in about 30 seconds. The weapon is just THAT damaging but the power requirements are extreme and the projectile relatively slow. For dogfighting you should use it at close range but be careful of the Area of Effect blast it has.
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I like. :D
Will the missiles involve Itano Circus-y goodness too?
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Itano Circus? :wtf:
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AKA Macross Missile Massacre (http://tvtropes.org/pmwiki/pmwiki.php/Main/MacrossMissileMassacre?from=Main.ItanoCircus)
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More Dakka!!!! Yeah I know MMM hehe. Well I could create a missile to do that.
I felt compelled to reveal a back view. Ya remember, this thing can carry medium sized torpedoes and bombs as well as missiles.
(http://img300.imageshack.us/img300/2375/blizzard.jpg)
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Something like this? (http://www.hard-light.net/forums/index.php/topic,25406.msg1215644.html#msg1215644)
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Sweet...merciful...crap... beamspam....
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:wakka:
You referenced my respawning / multiplying Synaptic chain reactions. :lol:
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'Course I did. I hope to see them being used in some campaign/mod some time, after all.
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I doubt they can be used. They crash the game because it creates an infinite loop.
Unless, of course, you table x different entries of child projectiles incrementing towards a termination point, but that takes up quite a few weapon slots.
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What mod had the two-way Infyrno bombs? It used the Cluster Baby Bomb then an added Cluster Baby Bomb2 table.
I doubt they can be used. They crash the game because it creates an infinite loop.
I think the problem was the amount of projectiles being used that looped in that way, use one or two Synaptics with looping clusters and it'll never crash.
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Heh, well the cluster stuff is all fun for real. What got me was how a workable MIRV isn't really possible.... or at least I think it wasn't... oh wait now I remember! Creating a missile that splits into many to take out fighters is one thing... but getting all missiles to hit the same target at different points... that is what I haven't done yet. Diapason semi worked as the bombs were not homing when they split so you can strike a huge surface... but you gotta be precise on the timing otherwise you'd slam the missile onto the ship and not the bombs.
Update on the Bliz, I am unwrapping. The unwrapping is about.... 50% done considering the entire base chassis has been UVed but the details aren't.
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--Steve-O-- has a weapon pack for his fighters that have a cone-effect MIRV style missile, it spreads at about a 45 degree arc instead of all directions.
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I figured the arc thing out but not the home in on your target or parent lock on.
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Yeah, using the spawn arc, you could make a shotgun missile which peppers the target, but it can't home onto multiple turrets/subsystems.
You CAN get it to home onto a single turret/subsystem with a certain flag (inherit parent target, IIRC) though.
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Showing you my UV progress. The fuselage gun is incomplete and being disassembled in the UV editor so I can arrange it later. I haven't even touched the pod yet.
(http://img150.imageshack.us/img150/2375/blizzard.jpg)
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Yeah, using the spawn arc, you could make a shotgun missile which peppers the target, but it can't home onto multiple turrets/subsystems.
You CAN get it to home onto a single turret/subsystem with a certain flag (inherit parent target, IIRC) though.
What would be the effect of having them all heat seeking? Or doesn't that work for turrets?
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Actually, making them heat seeking might just do the trick.
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That design defies my sense of realism and it doesn't really look practical to fly in.
But it does look very cool! :lol:
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All you need is the Rule of Cool. ;7
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Looking good. :yes:
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That design defies my sense of realism and it doesn't really look practical to fly in.
But it does look very cool! :lol:
Well I do think of it slightly better than very very long nosed fighters that requires 3 crew and wings that split into 6 for absolutely no reason and big guns on the very tip of those long wings yada yada XD. *reference from Revenge of the Sith*
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Prequel**** cannot be taken into account here. Use the original trilogy for further reference. :lol:
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Says who? And why?
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To tell the truth, I don't really know why, but there are few hardcore SW fans around here. You can ask them if you really wanna know.
As for this thread, lets not clutter it up with SW stuff and focus on the very cool looking model. :D
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Hehe. Okay. UV Unwrapping almost done but something came up and I will have to delay this a bit.
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Aw, that sucks. I'm itching to see what texture comes up for it.
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I'm wondering what it'd look like with blue themed tiger stripes. O_o
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About that... what paint theme or pattern you think I should slap on?
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Probably something that stays true to the faction they're based on, with the gray and blue as the main colors.
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Not a request or even a suggestion. Just that pic you posted got me thinking...
Anyways, blue and gray would definitely look good.
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Their current style since their many reconcepts and makeovers now puts them closer to eh... silver, black, and navy blue like this:
This is something from the Empire's distant past. Heh, in the current period this thing would be a highly sought after and valuable museum piece!
This mech, though specifically from an older era, represents their style a bit more accurately.
Though do you think I should follow this, or the original model's style?
(http://img14.imageshack.us/img14/6341/bluestarr.jpg)
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In terms of color?
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Yeah I think so.
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Sure.
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UVing is done at last X_X. That took so long
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Good. :) Taking time now to make the UN map will result in a more successful project over all. :yes:
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Blasted school work. I wish I was on vacation again. Have to write a paper and make a character model. No texture needed at first at the least.
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(http://img19.imageshack.us/img19/1865/blizzardx.jpg)
So?
Its just a color test so far.
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That is excellent. :nod:
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Yes it's very good! :yes:
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Very nice color scheme.
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wow that's nice indeed.
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Sexy.
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Good...is the model ready to be ported ingame? :)
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Uhhh... its only a color test. In Max I just applied different colored materials onto the body...
well technically it CAN be imported now since I can Render to Texture the texture since I have already done the UVs..... But now how do I get it to PCS? XD
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I see...are there any debris submodels? :)
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Oh... nope.
In fact I better do the LODS sometime :eek2: And the skin :eek2: and the coding :eek2: and the testing :eek2: and the release :D
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Maybe setting debris as submodels requires another program(with hierarchy handling) but I guess creating "raw" debris can be done with object subtraction, only. ;)
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I've done that plenty in the past. Had fun splitting my gigantic cruisers right in half and not chunks.
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Good... :yes:
What's the ETA on this model? :)
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Oh... nope.
In fact I better do the LODS sometime :eek2: And the skin :eek2: and the coding :eek2: and the testing :eek2: and the release :D
Yes, especially the release part...
Some of us have been waiting YEARS for your work. :)
My Precious...
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[Off Topic]
Your mom's work?
:lol:
April Fools...
[/Off Topic]
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Well I suppose I can give you all some options. Model is done and so are UVs so I can release the model in a variety of formats and include the UV layout so anyone can play and tinker with it. That is something I can do NOW.
Next option would to do the texture and LODS but no rigging which could take a while given my insane standards on normal maps X_X. My most recent textures for other mods feature completely hand done heightmaps, as in I colored in every single plate of armor one by one. You can guess how long that took for a few RTS structures.
The last option would be a complete model with coding.
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Check your PMs. :)
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I'm having problems with the cockpit. Yes I want a cockpit model but uhh... so far it isn't going so well. And it is fairly cramped in there too so a fighter cockpit isn't the best reference or something.
This is what I have at the moment and what the player will see.
(http://img13.imageshack.us/img13/651/blizzardc.jpg)
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I'm having problems with the cockpit. Yes I want a cockpit model but uhh... so far it isn't going so well. And it is fairly cramped in there too so a fighter cockpit isn't the best reference or something.
This is what I have at the moment and what the player will see.
(http://img13.imageshack.us/img13/651/blizzardc.jpg)
You might want to consider removing the struts from the front canopy for improved visibility.
(http://users.tkk.fi/~lmiettun/Kuvat/vengeance_model_suggestion.png)
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Kind of like the command module canopys used on Independence War II, really awkward if it wasn't for the virtual HUD system that outlined objects behind it.
I might be thinking of something else...
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I think that if you narrow the two supports in the middle, it would obstruct less, and could help as a sort of gunsight for lining up shots...donno...
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I dunno about getting rid of the struts. I suppose thinning would work.