Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Galemp on July 17, 2009, 03:12:03 pm
-
So as many of you have noticed from this thread (http://www.hard-light.net/forums/index.php/topic,53385.0.html) I've been working on the Colossus, which now features a full fly-through hangar. However I'd like this hangar to be of substantially better quality than the ones we've seen so far, with just a bunch of tile-textured rectangles sticking out of the walls.
To that end I am outsourcing the hangar. This 3DS model (http://freespaceport.googlepages.com/hangarcube.3ds) will plug neatly into the existing model on my end, so I leave it to you modelers to try your hand. The available area is a cube precisely 200m on each side; I've included a Myrmidon to-scale for reference. The open edges of the cube match up with existing geometry so please be careful there; the sides and back (which are square faces) can be extended or altered as you please.
(http://freespaceport.googlepages.com/colossus-hangarcube.jpg)
What I'd like is a low-poly 'diorama' type hangar. Think of the cockpits in the high-poly fighters; that's the level of detail I'm shooting for. The scene should include low-poly models of FS2 fighters, like the Herc II and Artemis, and be baked onto a single texture.
In the meantime I'll be working on other parts of the model. Good luck!
-
Question: How many fighters will you be planning to have in there?
It'd be kinda odd to have the Colossus blow up with a full hanger inside...
Then again, nobody would notice. :lol:
-
As few or as many as you like. Whatever works.
-
I cant texture that well apart form fighters but i can give some geometry ago... Downloading for fun :D
EDIT - MAx 9 is giving me "Improper file format" error :sigh:
-
I'm still confused as to how this thing fits into the model. I mean, this has an opening on the side, but the Colossus' opening is on the bottom.
-
Take a look at this post...
Doing work on the hangar now. First, the outside--you can enter by following the neck all the way down to where it meets the body, or you can use the usual launch bay.
(http://freespaceport.googlepages.com/colossus-hangar3.jpg)
(http://freespaceport.googlepages.com/colossus-hangar1.jpg)
Here's the inside, so far. I terminated the neck interior and bracing by making them into command areas for launch control. Expect lights on the lower area soon.
(http://freespaceport.googlepages.com/colossus-hangar2.jpg)
You should recognize that rectangular cutout at the top of the box in the third shot, where the neck connects.
-
So the last shot is from the inside looking out. It would have been clearer if you included the launchbay cutout in the model as well. What sort of texture size are you aiming for?
-
Well, VA's Hades has two 4096 textures, one for the hull, one for the greebles.
I intend to use one 4096 for the Colossus hull, and use normal maps for the greebles, as there's less conspicuous hull greebling here. Another 1024 map should suffice for the turrets and radar dishes. The hangar itself will be detail boxed, and use its own texture.
To answer your question, Water, size the texture as you see fit, and we'll scale it down if we need to. I personally work at twice the resolution I intend the final product to be, so I can afford to be a little sloppy and not have to be pixel-perfect or fix all my aliasing. If you're putting all the low-poly low-res fighter textures on the hangar map (and you should) you're probably looking at a 1024x2048 sized map.
-
Is it possible to include the launch bay floor cutout as part of the hangar? (just the inner floor)
-
Here is what i had in mind :) .
here's the model if anyone wants to continue it.
archive contains the texturemaps for two ship types
http://www.megaupload.com/?d=E2MPFCC5
[attachment deleted by Tolwyn]
-
Loli, did you do the hangar for the UEFr Reijian / whatever its real name is too?
Btw.. Thats really nice. But for the colly is that enough landing forks?
^Said with best intentions :nervous:
-
Nope, i didn't.
as for the low amount of landing forks, the entire room is just supposed to be a storage room for quick response fighters. The rest are behind the door and the ramp.
-
Loli, did you do the hangar for the UEFr Reijian / whatever its real name is too?
Steve-O did the one in the UEFg Karuna/FTFg Hyperion, most likely, seeing as it was his model.
The Colly one looks good. :yes:
-
So it's upside down?
-
The Karuna has a hangar?
-
Yes, just like the Earthforce Alliance Omega Destroyer the hangar is on the front of the ship.
-
;-)
-
Only if the FREDer sets it up that way, and only if all those little ships in there are destroyable.
-
They'd have to be subsystems I imagine, or they're going to be derbed very very quickly whenever the Colossus moves.
-
As far as I see it it will only be scenery. The AI can't fly an obstacle course for ****... even if you promise it WO/MEN.
-
;-)
-
I like the model! Just what I had in mind (though you ARE allowed to expand the sides or back if you like.) Having the launch tube there is great, it definitely implies more fighters back there. I can certainly imagine ships being guided out of storage onto the racks for weapon loadout and pilot assignment. Since you're doing the Hatshepsut hangar the same way (and this is, after all, your Colossus) it should be an excellent fit. A few more details to give it some human scale would be welcome; the elevator is a nice touch, but some catwalks, trapezoid doors, ceiling cranes, and lower level maintainence vehicles would complete the illusion.
Forget about having the AI fly into the hangar by themselves. They'll be using very precise paths for docking bay-based arrivals and departures.
The fighters in the hangar COULD be destroyable, nontargetable subobjects, if it were not for the subobject limit and additional table data required. As it stands they will be part of the hangar detail box and be indestructable.
-
Would it make sense from a design standpoint to stick a (useless) turret/model of a turret that doesn't shoot into the hangar? It looks a little vulnerable for fighters to just fly in and wreak havoc. (I realize the AI is far too stupid to do something like that, and that the hangar is invincible, but it might look cool)
-
Can't you just model a hangar door or the appearance of one ready to close to prevent that from seeming like a horrible design choice?