Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: wistler on April 16, 2009, 03:55:01 pm

Title: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: wistler on April 16, 2009, 03:55:01 pm
Does anyone know where I can get my hands on the GTD Legion from Transcend or a ship like it?
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: FreeSpaceFreak on April 16, 2009, 04:04:54 pm
Unpack it from the Transcend or ST:R VPs?
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: Hippo on April 16, 2009, 04:15:45 pm
Venom made and released it in his OTT mod dump, so its available somewhere.
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: Hellstryker on April 16, 2009, 04:46:47 pm
Wasn't it in FoW as well?
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: wistler on April 16, 2009, 04:50:10 pm
I unpacked it from Transcend thanks. If I use it, who do I make the credit out to for building it?
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: Titan on April 16, 2009, 05:09:46 pm
'Whoever made the GTD Legion model'  :P

Look in the transcend credits
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: Snail on April 16, 2009, 05:37:13 pm
Wasn't it in FoW as well?
No, that was a HTL version made by TrashMan. It was based on his HTL Orion though, not the mainstream one.
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: Droid803 on April 16, 2009, 05:40:41 pm
That particular one has working turrets too, if you need them.
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: Hippo on April 16, 2009, 07:10:32 pm
I unpacked it from Transcend thanks. If I use it, who do I make the credit out to for building it?
Venom made and released it in his OTT mod dump, so its available somewhere.
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: TrashMan on April 17, 2009, 06:28:27 am
That particular one has working turrets too, if you need them.

Only a few. It's supposed to be a wreck.

Quote
No, that was a HTL version made by TrashMan. It was based on his HTL Orion though, not the mainstream one.

So? Is that a problem?
If the Legion is an older Orion, then external differences might even be welcomed. It would make it look like an older variant.
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: wistler on April 17, 2009, 08:02:18 am
So? Is that a problem?
If the Legion is an older Orion, then external differences might even be welcomed. It would make it look like an older variant.

Would you be able to tell me where I could get my hands on your model Trashman? I'd like to have a look at it and use if that's ok  :)
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: Snail on April 17, 2009, 08:49:23 am
So? Is that a problem?
If the Legion is an older Orion, then external differences might even be welcomed. It would make it look like an older variant.
Nah, it ain't a problem, just pointing it out.
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: TrashMan on April 18, 2009, 04:40:35 pm
So? Is that a problem?
If the Legion is an older Orion, then external differences might even be welcomed. It would make it look like an older variant.

Would you be able to tell me where I could get my hands on your model Trashman? I'd like to have a look at it and use if that's ok  :)

Methinks on freespacemods. there should be a download there.

If not, then it should be in the Flames of War 1 download
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: wistler on April 20, 2009, 08:25:06 am
I've tried extracting the legion model from the OTT mod and from Transcend but have ran into problems with both. It'll probably be something simple that I've failed to do. I would appreciate if someone could have a look at this.

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:
  -env
  -glow
  -spec
  -normal
  -3dshockwave
  -ballistic_gauge
  -orbradar
  -3dwarp
  -warp_flash
  -snd_preload
Building file index...
Found root pack 'C:\Games\FreeSpace2\aLightspeedFS2.vp' with a checksum of 0x515f5e4b
Found root pack 'C:\Games\FreeSpace2\aNebulae.vp' with a checksum of 0xcd4338d9
Found root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
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\' ... 288 files
Searching root pack 'C:\Games\FreeSpace2\aLightspeedFS2.vp' ... 41 files
Searching root pack 'C:\Games\FreeSpace2\aNebulae.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 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
Found 13 roots and 7491 files.
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1280x800 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 915GM
  OpenGL Version    : 1.4.0 - Build 7.14.10.4764

  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 bilinear 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.
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
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'GTI Bretonia-shp.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 289
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 'GTI.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)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0xd17abc7a, IBX checksum: 0x4c24ae2d -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.492 (0.492)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.562 (0.562)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_SIMULATOR_ROOM (20)
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)
Got event GS_EVENT_LAB (64) in state GS_STATE_MAIN_MENU (1)
Loading model 'sage.pof'
IBX: Found a good IBX to read for 'sage.pof'.
IBX-DEBUG => POF checksum: 0x6a3559d1, IBX checksum: 0x6e130aca -- "sage.pof"
Model sage.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'capital01.pof'
IBX: Found a good IBX to read for 'capital01.pof'.
IBX-DEBUG => POF checksum: 0xbcfaa21d, IBX checksum: 0xe47a536b -- "capital01.pof"
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship capital01.pof
Frame 781 too long!!: frametime = 1.293 (1.293)
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_LAB (50)
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)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0xd17abc7a, IBX checksum: 0x4c24ae2d -- "fighter01.pof"
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame 1021 too long!!: frametime = 0.435 (0.435)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'Untitled'
WARNING:  Weapon 'Tempest D' in weapon pool isn't allowed on player loadout! Ignoring it ...
Starting mission message count : 203
Ending mission message count : 203
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0xd17abc7a, IBX checksum: 0x4c24ae2d -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
Loading model 'sage.pof'
IBX: Found a good IBX to read for 'sage.pof'.
IBX-DEBUG => POF checksum: 0x6a3559d1, IBX checksum: 0x6e130aca -- "sage.pof"
Model sage.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
WARNING: "GTD Legion (sage.pof) has a null moment of inertia!" at Ship.cpp:5719
WARNING: "Invalid subobj_num or model_num in subsystem 'Turret01a' on ship type 'GTD Legion'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at Ship.cpp:6411
WARNING: "Invalid subobj_num or model_num in subsystem 'Turret02a' on ship type 'GTD Legion'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at Ship.cpp:6411
Freeing all existing models...
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: Charismatic on April 20, 2009, 10:23:35 am
That particular one has working turrets too, if you need them.

Only a few. It's supposed to be a wreck.

How many is a few?
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: Lucika on April 23, 2009, 09:48:10 am
I played Transcend a long time ago... where does the Legion appear?
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: Dragon on April 23, 2009, 10:52:38 am
Not Legion ,at one of the first missions you need to land at GTD Sage ,which is the base of omicron wing.
It's wrecked like Legion.
Title: Re: Finding the GTD Legion (or other partially destroyed Orion) model.
Post by: TrashMan on April 23, 2009, 11:56:47 am
How many is a few?

Now that I think about it, almost all of them are intact.
 But that is not a problem, since you can always set the turret subsystems as destroyed when the mission starts.