Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: karajorma on April 10, 2002, 03:16:56 pm
-
Okay. Here's my first attempt at a mod. The textures aren't final (they aren`t even good :wink: ) The ship is meant to be a pirate dropship capable of carrying a wing or two of fighters.
I'd appreciate any feedback
(http://homepage.ntlworld.com/karajorma/freespace/PirateDropShip.jpg)
(http://homepage.ntlworld.com/karajorma/freespace/PirateDropShip-Side.jpg)
(http://homepage.ntlworld.com/karajorma/freespace/PirateDropShipTop.jpg)
And just for kicks here's an in game shot
(http://homepage.ntlworld.com/karajorma/freespace/PirateDropShip-InGame.jpg)
-
Not a drop-ship. A long-range tachyon 'communications' outpost designed to 'facilitate' interstellar communication. Re-texture it.
-
Pirate dropship with satellite-style solar panels?
No **** about the texes.:D
-
Good for the first time. :yes:
But needs more work. I can't get the shape thought. can ya make a render of it?
And textures suck
-
Originally posted by Ten of Twelve
I can't get the shape thought.
Hyperion with wings.
-
Originally posted by Stryke 9
Pirate dropship with satellite-style solar panels?
No **** about the texes.:D
The pirates cobbled the ship together (this ain't a military ship after all). The solar panels are there cause they can`t get enough power to run all the ships systems otherwise.
The ship is usually a part of the main pirate base but is also used to move fighters from system to system.
The big bump halfway down will be the fighterbay.
Here's an untextured pic.
(http://homepage.ntlworld.com/karajorma/freespace/PirateDropShipTexless.jpg)
-
Not bad at all.
But the textures... The are practicly the most important thing when making a model!
-
The grey texture was just the one that TS added by default. I put the second one on the solar panels cause it took about 30 seconds to do.
I am of course going to change the textures but I think that first I need to work out how to make turrets and add subsystems and stuff like that first. :)
-
I have Truespace 5 Trial Version. Would that be able to apply textures
-
Originally posted by TrashMan
Not bad at all.
But the textures... The are practicly the most important thing when making a model!
hmmm...no...the model is the most important thing when making a model...don't you agree?
-
Try to think a bit more practical. When you add things like "solar" panels and such.
Rotating "things" of that magnitude would be very time consuming to maintain. Remember that there are micrometeorites in space.
Also, try not to make the model look pre-historic when in the Freespace II timeline. Yeah Pirates would of course not have the state of the art technology, but they would still have access to old ships such as the GTC Fenris and Leviathan Cruisers. These did not have fighter bays, so you could add a fighter bay to a fenris or a Leviathan. Use COB to POF found inside PCS to extract the models.
I don’t know if PCS uses the same routine as the old COB to POF program, but that old prog. Flipped all of the polygons, and I quote “the author did not know why the textures sometimes came out reversed”. It was because he flipped the normal the wrong way. So FLIP them again if it does this.
Tip: a great way learning how to make good models is to see how others have created theirs, and don’t be afraid to use Sweep aka extrude, scale separate polygons. Just remember to backup when you are satisfied with the current look of your model, so that you have that backup when you do something to your model that do look not so good. This is because Truespace has “limited” undo turns.
Furthermore, before you start to make your model, lean back, and imagine the model in your head, the why`s and not`s and practical reasons for your model to exist.
But I know you are just learning to model, so don’t be afraid to experiment with anything, it is the only way you can learn what to do, and not to do.
-
Originally posted by DTP
Tip: a great way learning how to make good models is to see how others have created theirs, and don’t be afraid to use Sweep aka extrude, scale separate polygons. Just remember to backup when you are satisfied with the current look of your model, so that you have that backup when you do something to your model that do look not so good. This is because Truespace has “limited” undo turns.
It's quite funny you said that. :) Pretty much the entire ship was built by extracting or bevelling. I think I've got the hang of extract and bevel now. I`ve just got to learn how every other tool works :)
Try to think a bit more practical. When you add things like "solar" panels and such.
Rotating "things" of that magnitude would be very time consuming to maintain. Remember that there are micrometeorites in space.
Also, try not to make the model look pre-historic when in the Freespace II timeline. Yeah Pirates would of course not have the state of the art technology, but they would still have access to old ships such as the GTC Fenris and Leviathan Cruisers. These did not have fighter bays, so you could add a fighter bay to a fenris or a Leviathan. Use COB to POF found inside PCS to extract the models.
I don’t know if PCS uses the same routine as the old COB to POF program, but that old prog. Flipped all of the polygons, and I quote “the author did not know why the textures sometimes came out reversed”. It was because he flipped the normal the wrong way. So FLIP them again if it does this.
I`ve been looking at other FS ships for inspiration using modelview and PCS.
As for why they don`t use an old cruiser, command is now being very careful who they sell them to. Old decommissioned ships tend to get used like the Oberon (target practice!) or scrapped by the GTVA then sold.
As for the ship looking pre-historic, It's meant to. :) It's not really meant to be a credible threat. I just needed an explaination for how the pirates are getting from system to system. It's just one step up from them using a triton and packing them in a TC-TRI
In the mission where it's first sighted commands response is about 30 seconds of laughter :D
I might get rid of the solar panels though. I`ll decide later :)
-
LOL but,
So did the American Navy generals when another American general demonstrated that battleships could be destroyed by bombers in 1924-30, and they court marshalled him, as they simply could not foresee a future without battleships.
And we all know what happened in December 1941 don’t we.
So never ignore a potential threat. It will be deadly.
-
Sorry to bump a slightly older topic, but I'm far too fightened of you lot to start my own thread, so I shall hijack this one. I too have had a go at this modelling lark, but have no idea what to do next. I'm not sure where to get a copy of PCS, and cob2pof is slightly dodgy. I have no idea how to generate the subsytems and other data (such as the shields, docking point, weapons, etc) for the FS2 game, I would be thankful for ANY help.
p.s. I'll give you some pictures of my first attempt so that you have some idea of what I'm doing.
A page of pictures (http://members.tripod.com/lux_noctem/index.html)
It's meant to be a light-ish fighter.
The nasty textures and hideous blockiness are caused by me having no idea what I'm doing.
-
It looks... well unfininshed. Kinda reminds the HW heavy cruiser. And definately retexture it.
-
Well I`m always happy to help but I`m especially helpful to thoses people who are having problems I had earlier this week. :)
PCS can be found here http://alliance.sourceforge.net/FS2Kit.shtml
You'll want modelview for adding subsystems you can find it here. http://www.descent-network.com/cgi-bin/descman.cgi?module=modelview
If you look at that topic (Oh look I started that one too!) http://www.hard-light.net/forums/index.php/topic,6716.0.html
You can see how to add subsytems. I`ve also got a topic on the board about adding turrets but that hasn`t been completely answered yet.
-
Hey, Steak, we've found another use for your array plates! :D (other than targ.... err... I mean... never mind)