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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Warlock on April 30, 2001, 01:03:00 pm

Title: Re-work in progress
Post by: Warlock on April 30, 2001, 01:03:00 pm
First off let me state the following:
This is using the E.A. Dreadnought Polaris design by Fabio Passaro as a base design.[/i]

Ok now that I got that out    (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

I've taken his terrfic design, which was HUGE, and begun creating a new battlecarrier. First thing was to trim the model's main hull design down to a usable size, from around 38K polycount to a little over 800.

Here's what I've got so far
 (http://deathangelsquadron.net/test2.jpg)

Ideas on what to slap on her next?

Comment, gripes, b**ches, complaints?

(I HATE typos)
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Warlock
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[This message has been edited by Warlock (edited 04-30-2001).]

[This message has been edited by Warlock (edited 04-30-2001).]
Title: Re-work in progress
Post by: Sushi on April 30, 2001, 02:13:00 pm
Make that big rectangular bulge 2/3 of the way back more rounded. Also, do something do make it easier to tell what the front and back is- right now it's sort of ambiguous. Also needs some features along the X or Z axis- make it wider in places or add a few towers. Or both.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

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Title: Re-work in progress
Post by: Warlock on April 30, 2001, 03:24:00 pm
Don't worry I'm adding all that  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

Also currently working on a large beam cannon on the froe section and side mounted cannons, which will contain combinations of laser gatling (FS2 version of the Ageis system) and flak guns.

Another curious thing, should we come up with new fs2 designations?

So far it's only
Frigate
Cruiser
Corvette
Destoryer
Juggernaught
Dreadnaught

(as far as combat craft go)

What should be used for carrier classes and such? Or should we all just stick to the "old faithful"?

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Title: Re-work in progress
Post by: Nico on April 30, 2001, 03:46:00 pm
use new one, volition completly messed up with designations I always thought  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

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Title: Re-work in progress
Post by: Sushi on April 30, 2001, 03:51:00 pm
Follow FS2 conventions if you use any of those names, but feel free to come up with new ones. "Carrier" is still fairly open.



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Sushi- the OTHER white meat!
Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/velocity.htm")
Title: Re-work in progress
Post by: Warlock on April 30, 2001, 07:08:00 pm
Well my idea was asking was to establish a community set standard.

Something mod designers can draw upon later down the road.

Also an idea of setting the "standard" has to how a ship gets classified would be a good idea as well. This would be mostly a combination of size and design purpose.

------------------
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Title: Re-work in progress
Post by: Jabu on April 30, 2001, 07:10:00 pm
That actually looks quite a lot like the Polaris... given any thought to making an exact low-poly copy and donating it to the B5 mod team?

I like it.

Actually... looking at a pic of the Polaris, and then that, the only big thing you're missing are the tower things in the rectangular boxy bit.

[This message has been edited by Jabu (edited 04-30-2001).]
Title: Re-work in progress
Post by: DragonClaw on April 30, 2001, 08:02:00 pm
  How about adding the following designations to the FS2 standard designations:

"Battle Frigate(SBF/TBF/VBF)"
"Carrier(SCr/TCr/VCr)"
"Dreadnaught(SDN/TDN/VDN)"
"Battle Cruiser(SBC/TBC/VBC)"

I think these will do us good!   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

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[This message has been edited by RKIF-DragonClaw (edited 04-30-2001).]
Title: Re-work in progress
Post by: Warlock on April 30, 2001, 08:12:00 pm
 
Quote
Originally posted by Jabu:
That actually looks quite a lot like the Polaris... given any thought to making an exact low-poly copy and donating it to the B5 mod team?

I like it.

Actually... looking at a pic of the Polaris, and then that, the only big thing you're missing are the tower things in the rectangular boxy bit.

[This message has been edited by Jabu (edited 04-30-2001).]
Actually out of the seven Lightwave object sets that make the Polaris I only used the main hull. and at that I had to remove a ton of effects in order to get in reasonaly low. Right now I've re-added a pair of the towers to the sides and the engine cones (which might get pulled due to polycount)

Right now I've got a model that's 2436 polys with one main dual beam cannon under the main hanger, and ten dorsal mounted turrets (which I need HELP on, anyone good and making usable low poly guns?)

I'll post a render shortly


------------------
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Title: Re-work in progress
Post by: Shrike on April 30, 2001, 08:18:00 pm
How many more do you really need?

Cruisers = escorts
'Vettes/Frigates = heavy fire
Destroyers = core
Title: Re-work in progress
Post by: Warlock on April 30, 2001, 08:28:00 pm
Here's the latest:

 (http://deathangelsquadron.net/test3.jpg)

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[This message has been edited by Warlock (edited 04-30-2001).]
Title: Re-work in progress
Post by: Warlock on April 30, 2001, 08:46:00 pm
Well Dreadnaught's pretty much been covered already,..GTDn classification.

I think Cr would work for Carrier classes,..I guess BCr or Bc for a battlecarrier ( basically a heavily armed carrier)?

Shrike,..do you mean how many more classifications or turrets? LOL

------------------
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Title: Re-work in progress
Post by: Shrike on April 30, 2001, 08:50:00 pm
Why do you need so many classifications?  There's only so many things you can do....
Title: Re-work in progress
Post by: Warlock on April 30, 2001, 09:49:00 pm
I was just thinking it'd be a little bit more realistic, same as with naval ships today.

Course I've run into a snag,...the 13K poly test model won't convert to POF,...
Error: polygon points > 20

WTF is that?

------------------
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Title: Re-work in progress
Post by: Warlock on April 30, 2001, 09:51:00 pm
never mind  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Triangulating the ship seemed to fix it.

Although it raised the polycount to 28K  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)

------------------
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Title: Re-work in progress
Post by: Warlock on May 01, 2001, 12:40:00 am
*beats the hell out of FS2*

Well had the damned thing FINALLY working in modelview,..even had 10 turrets on her,..fsmm and all...load up FRED and what do you know..angles shooting ALL the hell over! Even the main hull without any turrets does it! ARRRRRGGGGHHHHHHHHHHHHH!!!!!!!!!!!!!!

Crappy thing is the normal model...main hull about 850 polys,...cob2fs2 won;t convert the freaking thing...Error polygon points > 20,..but it converts a triangulated version at nearly 3x the polycount!

Well I'm going to go kick the dog and go to bed and fight this POS more tomarrow  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)

------------------
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Title: Re-work in progress
Post by: Setekh on May 01, 2001, 01:12:00 am
Try slapping some textures on it. Try the Orion, Deimos and Hecate texture schemes - jts to see what works.
Title: Re-work in progress
Post by: Warlock on May 01, 2001, 01:56:00 am
It's not the textures,..they show up perfectly in modelview,..hell the whole thing does,...but i just had an idea I'm going to run and try real fast.

Oh lastest test pic:

 (http://deathangelsquadron.net/test4.jpg)

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Title: Re-work in progress
Post by: Warlock on May 01, 2001, 03:15:00 am
Ok here's the zip if someone would be kind enough to tell me WTF I'm doing wrong
 http://deathangelsquadron.net/nem9.zip ("http://deathangelsquadron.net/nem9.zip")

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Title: Re-work in progress
Post by: Setekh on May 02, 2001, 04:05:00 am
The render looks nice. Make your subject bigger.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Re-work in progress
Post by: Jabu on May 02, 2001, 04:30:00 am
If you haven't figured out the error yet, the polygon points > 20 means that you have faces with over 20 corners. Triangulating turns it into lots of faces with 3 corners, obviously massively increasing the poly count.

The faces are only a problem with the conversion. Cob2fs2 refuses to convert ships with faces with > 20 poly points  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
Title: Re-work in progress
Post by: Warlock on May 02, 2001, 10:17:00 am
 
Quote
Originally posted by Setekh:
The render looks nice. Make your subject bigger.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

Hey it was merely something to show the progress of the model  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

Being the same day I'd spent from Noon until 4am working on the model itself,...somehow I didn't feel like designing a nice render  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) LOL


Jabu,..yea I found that out, then I finally recalled a polyreducer for 3ds I had  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) Only 2 errors (made in reduction) and replacing the engine section and removing the center hangerbay are and POOF we're in buisness  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

Now I'm just working on turrets and final texturing.

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